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What Do You Think: The Crystalline Cataclysm

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  • postagepaidpostagepaid Member Posts: 2,678 Arc User
    The pulse doesn't reliably proc continuity talent from temporal spec. Sometimes it will fail to proc while other times it does and combined with the knockback from the wave you end up 20km away.

    The rommie singularity ability will protect you but its wasting the weapon boost.

    The kar'fi phase cloak didn't work when I tried it.

    10.5km seems to be the safe minimum distance for the pulse.
  • majorhalcyonmajorhalcyon Member Posts: 199 Arc User
    I posted this in the thread in the 'News' section, but I'll post here again:

    From playing it the last two days, I've seen almost no difference in the playstyle from previous years; there are still those that ignore the obsorption/burst phase, some that ignore the shards (even on advanced I don't see much of the 'buff' they give the Entity, thankfully: I still have full memory of the old system, where they'd heal it to full from 40% *shudders*), so the actual play time is still around 30-40 secs. I've also had no issues with any of the changed mechanics being a problem (i.e. can't overcome, kill you more, etc...), so that's a good thing.

    However, my problem comes from this:
    •Once the Entity has been destroyed it will explode into many Small Salvageable Crystal Fragments, these fragments can be destroyed to gain 1-5 Salvage from each of them!

    This was fine...in theory; in practice, it's proving to be horribly implemented, as I've found myself doing nothing more than helping others get the salvage. One slavage out of 8 queues so far for any of my characters that have run it. Granting that small amount of salvage is fine, but the '1-5' should have been based on how much damage each person did to them, not who got the killing shot. As it stands, the queue is still awarding those with higher DPS than others, which gives little incentive for some to even bother with that part of it...
  • ltminnsltminns Member Posts: 12,111 Arc User
    Voth Battlezone Command candies on initial implementation before they changed it to award proportionately.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!
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  • echattyechatty Member Posts: 5,388 Arc User
    The pulse doesn't reliably proc continuity talent from temporal spec. Sometimes it will fail to proc while other times it does and combined with the knockback from the wave you end up 20km away.

    The rommie singularity ability will protect you but its wasting the weapon boost.

    The kar'fi phase cloak didn't work when I tried it.

    10.5km seems to be the safe minimum distance for the pulse.

    I go to 11-12 km, as once I was 10.5 away and got blasted anyway.
    Now a LTS and loving it.

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  • meimeitoomeimeitoo Member Posts: 12,096 Arc User
    echatty wrote: »
    I'll just play it safe, stay around 9km above and run when it's absorbing. That's worked for me.


    That's what I currently do: I bravely run away, away. :) Still, I don't like that the Entity has become untankable. Much like ppl have been arguing in the mega-crits thread, I don't think NPC's should have single hits that far exceed what you could ever possibly tank. Got hit for 560k, the other day.

    Sure, there are invuls one can use, but still, to paraphrase an old movie, if the only winning move is not to engage, then I feel they overdid the blast a bit. This is a typical Cryptic way of 'fixing' things, though: they go from one extreme to the other.
    I7edZ33.jpg
  • ltminnsltminns Member Posts: 12,111 Arc User
    edited August 2018
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!
    Judge Dan Haywood
  • nommo#5819 nommo Member Posts: 904 Arc User
    It is more enjoyable than before imo. A good balance of activity, fun, rewards, & sometimes dying. Also, knocked on wood, no AFKing sponges yet. My only complaint is it seems the 10k perimeter is ajar slightly, but I could be incorrect.
  • trennantrennan Member Posts: 2,833 Arc User
    So what I'm reading here is that, it's still the same easy queue, just with a might need to dodge the blast wave now?

    If so, I'll be glad I haven't signed in to the game since the 15th.
    Mm5NeXy.gif
  • sayanatinasayanatina Member Posts: 5 Arc User
    Post your feedback for the Crystalline Cataclysm here!

    Love it overall. Much improved from the old version. My only complaint is that it hits carriers very hard, fighters don't recall fast enough to save any significant number of them from the blast.
  • duncanidaho11duncanidaho11 Member Posts: 7,608 Arc User
    edited August 2018
    I like it a lot, the mechanics play out as originally intended and fighting the entity feels a lot less perfunctory (ie. it instantly melting with only some minor forward damage to worry about) with the changes to its mechanics and the shards being worth consideration now.
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  • postagepaidpostagepaid Member Posts: 2,678 Arc User
    sayanatina wrote: »
    Post your feedback for the Crystalline Cataclysm here!

    Love it overall. Much improved from the old version. My only complaint is that it hits carriers very hard, fighters don't recall fast enough to save any significant number of them from the blast.

    My carriers don't use fighters but what I tend to do is give the dock command before the first pulse, resummon replacements as needed then after the second pulse let them out to play since that'll be the kill phase where I fly in guns blazing rather than lurking at the edge watching the escorts looking confused when they go pop instead of doing a tactical retreat.
  • zedbrightlander1zedbrightlander1 Member Posts: 14,127 Arc User
    TOOORPEEDOOES AWAAAY!!!
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  • wideningxgyrewideningxgyre Member Posts: 645 Arc User
    I like the changes. It adds a bit better pacing to the runs.

    However, the shards are more a nuisance than worth staying around for destroying. They need to be worth just a bit more salvage to make them worthwhile.

    Also, what does "first place" actually mean. I've been in runs with fleetmates where multiple people appear to have gotten the same place. I used to think it was some total damage against the Entity or in the queue, but that's clearly not what it is. Anyone?
  • markhawkmanmarkhawkman Member Posts: 35,230 Arc User
    Also, what does "first place" actually mean. I've been in runs with fleetmates where multiple people appear to have gotten the same place. I used to think it was some total damage against the Entity or in the queue, but that's clearly not what it is. Anyone?
    Scoring is a combination of damage done, and healing done (shield and HP). Third gets a random blue item, second a random purple, first gets 2 random purples and an accolade. This accolade gives you the ability to place a trophy shaped like the Crystalline entity in your ship... if you ship has a floor trophy slot.
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  • nimbullnimbull Member Posts: 1,538 Arc User
    Beats the regular CCA when the event isn't running. Should just keep this version going all year round.
    Green people don't have to be.... little.
  • postagepaidpostagepaid Member Posts: 2,678 Arc User
    If you want first place then target the tholians (and terrans) on the periphery that don't get sucked into the entity on the initial gravwell deployment.

    As the rewards are MK10 for some stupid reason the only point of doing this is to get EC or salvage, a far better return than the single blip per crystal killed at the end.
  • ltminnsltminns Member Posts: 12,111 Arc User
    I bet they would've gotten even more takers on doing this Queue if they provided Gamma Marks as a choice for running it or for the Project(s) rewards.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!
    Judge Dan Haywood
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    I quite enjoy the event version. The shards add a bit more of a challenge although not too hard if you know to dodge them.
    I’d love to see the original version back for an event though, for a crazy hard challenge! Of course I’d probably suck at it now but it’d be great to get some actual teamwork required in a queue for once instead of feeling like a solo game.
    SulMatuul.png
  • meimeitoomeimeitoo Member Posts: 12,096 Arc User
    If you want first place then target the tholians (and terrans) on the periphery that don't get sucked into the entity on the initial gravwell deployment.

    As the rewards are MK10 for some stupid reason the only point of doing this is to get EC or salvage, a far better return than the single blip per crystal killed at the end.


    if you want first place, slot that Tachyon Trait (for heals when using Tachyon Beam), and you're almost guaranteed 1st spot. Or likely anything else which gives you insane heals. I'm not doing any of that, btw, as I coudn't care less about 1st place: you get higher quality drops, for sure, but they all wind up as Salvage here anyway. :)
    I7edZ33.jpg
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    The trait from the Sutherland does pretty good things combined with the one from the Geneva. Both work with tachyon beam.
    SulMatuul.png
  • majorcharvenakmajorcharvenak Member Posts: 183 Arc User
    pottsey5g wrote: »
    I like it, I would only propose one small change..

    Make the blast waves deal 10 Million Damage to make sure they're impossible to survive. Force people to actually move away and hold fire instead of allowing them to tank the blast. I would only propose this in Advanced, not normal.

    There needs to be some type of 'do this right or get killed' condition.. it doesn't have to fail the mission or anything crazy like that.. but the Entity needs something to make it seem powerful. The ability to one shot everything within 10km is a good power for advanced. Move.. or die.

    Other then that, it doesn't seem that different to me overall. I like the wait period to start the mission.. gives people the chance to get in, launch a wave of pets etc. The artificial time gate of not being able to hurt the entity doesn't bother me.. it only lasts a few seconds, I am good with it.
    From a timing point of view I have to admit that part is better then the blog described. So far its always been 10 or 15seconds which is about perfect. 30seconds is way to long but a short 15seconds or less is fine. But it did create a new problem in my last run in my carrier which was I could not move after the timer ended.

    I was jam packed in-between a bunch of ships and as those players didn't move once the timer hit zero, I could not move. Not had that in any other queues. Perhaps the player spawn point needs to be a bit wider.

    Agreed 100%.

    Had the same problem in my Scimitar.. if people don't move, I can't either.[/quo^te]

    ^ Yes please this! Widening the spawn point would be most welcome, especially for larger craft.
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  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Lol imagine being stuck behind a Universe pancake that refused to move off.
    SulMatuul.png
  • echattyechatty Member Posts: 5,388 Arc User
    ^Been there, done that lol.
    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.

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  • postagepaidpostagepaid Member Posts: 2,678 Arc User
    I've had a vonph unable to move because some dopey twit in a reliant couldn't get it out of neutral.

    The spawn point is an issue you see cropping up for every "social" map like space outside ESD, DS9, etc. Watch others arrive and you'll see ships getting punted about because all traffic has to come through a single bottleneck.

    Space maps are in theory empty so why not have a spawn point double the maximum ship size and during making the map don't overlap the spawn with clutter like the asteroid in CC.

    Tiny spawn might be a game engine issue but adding clutter for folk to get stuck on is bad map design.
  • wylonuswylonus Member Posts: 471 Arc User
    i like it, so much cleaner. you can see red effect area in warning just enough to get outside of effected radius.
  • xyquarzexyquarze Member Posts: 2,078 Arc User
    I think both major improvements are very good.

    The small waiting period of 30 seconds (for me usually 15 seconds, since the other 15 are used to load the map) allows for the stuff people said - getting pets out, setting cruiser commands or temporal settings, what have you.

    The two phase breaks of course are time gates, but at 15 seconds apiece not that bad, and it feels more natural to what this phase should be - invulnerable entity with a real killer at hand. Yes, the queue is still easy beyond belief, but it feels more like a story being told than before, when people were able to kill the entity off before it even pulsed once. The one hit kill could in my opinion be even more beefed up though. I as well survived it once when a cooldown I relied on wasn't finished. I understand that an auto kill would mess with the anti kill buffs, but a couple million more damage wouldn't hurt.

    What I really like, though not really something to do with this queue, I just notice it here, is the power slide. To expand: I use evasive maneuvres to get away from the blast. Once I pass the 10km mark, I stop (hit "R") and turn around. It really looks cool, you gotta try it. Especially when you have the view locked.

    I agree to what others have said though: both the tholians and the anomalies don't matter that much. I ignore static, grav wells and rifts altogether, only the black blobs with their visibility hindrance are worthy of flying around.

    Though I don't want to hear the outcry if CC actually became challenging. After that make ISA require strategy again and the forums would burn. Probably the game itself too.
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  • ltminnsltminns Member Posts: 12,111 Arc User
    There are Tholians in this Queue? :)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!
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  • pottsey5gpottsey5g Member Posts: 3,300 Arc User
    sayanatina wrote: »
    Post your feedback for the Crystalline Cataclysm here!

    Love it overall. Much improved from the old version. My only complaint is that it hits carriers very hard, fighters don't recall fast enough to save any significant number of them from the blast.
    Scramble Fighters is the best way to save fighters or frigates
  • pottsey5gpottsey5g Member Posts: 3,300 Arc User
    Since the maintenance the CE is very buggy Continuity talent and Invincible trait are not triggering every time on the pulse. Also to confirm what someone else reported since maintenance the pulse blast charge is not displaying. There is no warning the CE is about to shoot a pulse. I had no problems with this until latest maintenance.
  • nigey74#6118 nigey74 Member Posts: 20 Arc User
    Its good

    at what time on the 6th Sept does it finished ( i need 3 more shards ;-))
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