running the TFO for the event. I am alone @ alpha station. that's ok, I'm good with that and can handle it easily.
and then the transports come up.. I end up having to capture 9 of them, three get away. final stage, Gamma station gets wrecked.... I'm good with pulling my weight, but what the heck were all these escorts and cruisers doing while I was fulfilling over half the things that needed to be done in an Intrepid class science vessel????
I tend to stay near one station too, though I do chase things now and then.
One weird thing is that the minimum level is not being enforced for this event TFO. I took a level three in while parsing with CLR and not only did I end up with the second highest dps for that run (I had the over-armed Walker though) which I had not expected at all, I died several times and each time saw the same Khitomer was sitting at the spawn point doing nothing.
At this point, the only thing that still bugs me is when people double-up at A or B during the prison break. Controlling the points is largely irrelevant during that phase, outside of turrets tickling/distracting the reinforcement waves.
Almost every single one I run a station is destroyed...and this is on normal. Basically you have to patrol to save all 3 which means I either always get a afker or someone with severely limited dps.
I tend to stay near one station too, though I do chase things now and then.
One weird thing is that the minimum level is not being enforced for this event TFO. I took a level three in while parsing with CLR and not only did I end up with the second highest dps for that run (I had the over-armed Walker though) which I had not expected at all, I died several times and each time saw the same Khitomer was sitting at the spawn point doing nothing.
The Khitomer class cruiser you are referring to which is sitting at the Spawn Point is Captain Kagran's. He's not AFK, just an NPC.
The Prison Transports move past the stations to reach their end point. I can drop down just below the stations to catch the "leakers". My builds usually aren't fast enough to run down a transport coming up from the planet.
The Dilithium Haulers appear to be immune to any control effect. They do seem to follow players, however. I have noticed when I move from the defense stations to the loading docks at the asteroids, there do not seem to be as many dilithium haulers moving towards the stations.
My chief irritation with this TFO is the excessive timegating. Thirty seconds is long enough for any timegate if there must be one. Although, I am opposed in general to any timegate existing anywhere in any TFO in any manner. Except for one. a thirty second timegate at the beginning of a TFO allows the team to set up properly. Otherwise, let the team play the game at its own pace. Timegates are a lazy way to ensure I remain logged in long enough for the metrics to record me playing.
A six year old boy and his starship. Living the dream.
The tfo itself is so annoying and slow, I can understand why people are going afk. I played it once and went to the patrols for my daily progress. Since I'm leveling ships for traits on my Rom alt it works out nicely.
I did this TFO the first day of the event.. absolutely horrible. I honestly think this is the worst queue they have designed since that silly re-skin of Dranuur Gauntlet. It's a mess of horrendous time gates and as a result you get.. you guessed it.. a Queue full of AFK players.
OP, I am sorry you had such a bad experience, but honestly.. this is what I would expect anytime I played this awful queue. I am not sure why anyone bothers, you can run 2 Patrols in less then half the time you spend waiting for pointless time gates.
The event TFOs are always bad for outright AFKers and for people who don't even try to accomplish the required tasks... they queue up once a day and let other people do the work for them to get the event item.
It is basically a waste of time to do any event TFO if it can't be easily done by 1 or 2 people, at least if there are patrols that can be done instead. Once the event is done you'll find the quality of the teams improves pretty dramatically.
better than having a trigger happy j.o. use a glitch to breakout of the starting area and kill the starter group while your still waiting on the padded runtime to end so you can start a now broken mission.
why would that break the mission? I love when a megawell sci gathers them together for me
At this point, the only thing that still bugs me is when people double-up at A or B during the prison break. Controlling the points is largely irrelevant during that phase, outside of turrets tickling/distracting the reinforcement waves.
You know, I had a run recently where I was at station beta to keep the turrets up during the prison break...mainly because I didn't wanna move around too much and TWO ships show up to my station to guard it. I get annoyed and leave to pick off transports and they BOTH leave beta...but not to come to the prison transport...to go who know where...it was like WTF?!?
yep. been there too. jerks all pile on one station and I run between 2 to try to keep them blue. I guess it doesn't matter I'm going to pick a station keep it clear and TRIBBLE the rest i don't care about the marks anyway, just the counter to the armor and maybe that's the answer.. instead of accumulating marks, accumulate tokens based on goals achieved
As bad as this queue is, at least it can be completed. Unlike the patrols they keep introducing. I sat in the one with the starbase for over 20 minutes waiting for it to progress before giving up on it. The others were no better so I'm stuck with the queue if I want to finish this event.
Hello. My name is iamynaught and I am an altaholic.
better than having a trigger happy j.o. use a glitch to breakout of the starting area and kill the starter group while your still waiting on the padded runtime to end so you can start a now broken mission.
why would that break the mission? I love when a megawell sci gathers them together for me
My usual move when we are allowed to finally move is warp toward the enemy at max speed and throw a megawell in the middle, then haul TRIBBLE for Gamma, leaving the Scimatards and Feddie cruisers to clean up.
I actually like the TFO, I just don't like the excessively long pauses or the braindead AFKw@nkerz
I tend to stay near one station too, though I do chase things now and then.
One weird thing is that the minimum level is not being enforced for this event TFO. I took a level three in while parsing with CLR and not only did I end up with the second highest dps for that run (I had the over-armed Walker though) which I had not expected at all, I died several times and each time saw the same Khitomer was sitting at the spawn point doing nothing.
The Khitomer class cruiser you are referring to which is sitting at the Spawn Point is Captain Kagran's. He's not AFK, just an NPC.
The Prison Transports move past the stations to reach their end point. I can drop down just below the stations to catch the "leakers". My builds usually aren't fast enough to run down a transport coming up from the planet.
The Dilithium Haulers appear to be immune to any control effect. They do seem to follow players, however. I have noticed when I move from the defense stations to the loading docks at the asteroids, there do not seem to be as many dilithium haulers moving towards the stations.
My chief irritation with this TFO is the excessive timegating. Thirty seconds is long enough for any timegate if there must be one. Although, I am opposed in general to any timegate existing anywhere in any TFO in any manner. Except for one. a thirty second timegate at the beginning of a TFO allows the team to set up properly. Otherwise, let the team play the game at its own pace. Timegates are a lazy way to ensure I remain logged in long enough for the metrics to record me playing.
tell that to my megawell and gravitic torpedoes. sucks them up like dustbunnies under the couch.
Ideally, Exotic builds should head to the asteroids and grav well the snot out of the haulers, get them together and capture them before they come anywhere near the stations
I'm doing the patrols for my event progress this time around as they're not nearly as long as the missions and now I've heard about the afkers in the tfo I'm glad I've chosen the patrols.
Thankfully I haven't found any glitches in any of them, yet. They work perfectly fine for me.
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.
Comments
One weird thing is that the minimum level is not being enforced for this event TFO. I took a level three in while parsing with CLR and not only did I end up with the second highest dps for that run (I had the over-armed Walker though) which I had not expected at all, I died several times and each time saw the same Khitomer was sitting at the spawn point doing nothing.
Met a ship called the USS Event AFKer
...Well, they were true to their word
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The Khitomer class cruiser you are referring to which is sitting at the Spawn Point is Captain Kagran's. He's not AFK, just an NPC.
The Prison Transports move past the stations to reach their end point. I can drop down just below the stations to catch the "leakers". My builds usually aren't fast enough to run down a transport coming up from the planet.
The Dilithium Haulers appear to be immune to any control effect. They do seem to follow players, however. I have noticed when I move from the defense stations to the loading docks at the asteroids, there do not seem to be as many dilithium haulers moving towards the stations.
My chief irritation with this TFO is the excessive timegating. Thirty seconds is long enough for any timegate if there must be one. Although, I am opposed in general to any timegate existing anywhere in any TFO in any manner. Except for one. a thirty second timegate at the beginning of a TFO allows the team to set up properly. Otherwise, let the team play the game at its own pace. Timegates are a lazy way to ensure I remain logged in long enough for the metrics to record me playing.
The tfo has too many time gates
OP, I am sorry you had such a bad experience, but honestly.. this is what I would expect anytime I played this awful queue. I am not sure why anyone bothers, you can run 2 Patrols in less then half the time you spend waiting for pointless time gates.
This guy sums it up pretty nicely. The queue is awful.
It is basically a waste of time to do any event TFO if it can't be easily done by 1 or 2 people, at least if there are patrols that can be done instead. Once the event is done you'll find the quality of the teams improves pretty dramatically.
why would that break the mission? I love when a megawell sci gathers them together for me
yep. been there too. jerks all pile on one station and I run between 2 to try to keep them blue. I guess it doesn't matter I'm going to pick a station keep it clear and TRIBBLE the rest i don't care about the marks anyway, just the counter to the armor and maybe that's the answer.. instead of accumulating marks, accumulate tokens based on goals achieved
Losing faith in humanity, one person at a time.
My usual move when we are allowed to finally move is warp toward the enemy at max speed and throw a megawell in the middle, then haul TRIBBLE for Gamma, leaving the Scimatards and Feddie cruisers to clean up.
I actually like the TFO, I just don't like the excessively long pauses or the braindead AFKw@nkerz
tell that to my megawell and gravitic torpedoes. sucks them up like dustbunnies under the couch.
Ideally, Exotic builds should head to the asteroids and grav well the snot out of the haulers, get them together and capture them before they come anywhere near the stations
Thankfully I haven't found any glitches in any of them, yet. They work perfectly fine for me.
That's been fixed. I know what you mean though, and that didn't bother me.