🙋🏻♀️ If for no other reason than it's the only sure fire way of getting the Species M-113 kill accolades. There's a chance of getting them in Arena of Sompek and Colony Invasion, but that's random.
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I don't think I ever got to play it back in 2012-2014 before it was retired. A 20-player ground TFO isn't going to be popular so it might need to be reworked into a 5-person. That would be a nice change from the usual bugs and borgs.
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rattler2Member, Star Trek Online ModeratorPosts: 58,576Community Moderator
I don't think I ever got to play it back in 2012-2014 before it was retired. A 20-player ground TFO isn't going to be popular so it might need to be reworked into a 5-person. That would be a nice change from the usual bugs and borgs.
I think the ONLY 20 man that was popular was Shuttle Fleet Alert. Beyond that... good luck getting that many people to queue up.
I don't think I ever got to play it back in 2012-2014 before it was retired. A 20-player ground TFO isn't going to be popular so it might need to be reworked into a 5-person. That would be a nice change from the usual bugs and borgs.
besides with power creep the 5 man team is going to have more DPS than the 2014 20 man team
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rattler2Member, Star Trek Online ModeratorPosts: 58,576Community Moderator
besides with power creep the 5 man team is going to have more DPS than the 2014 20 man team
The old TFO was still designed with 20 people in mind. 4 areas, widespread objectives, LOTS to keep track of... in its original form it would still be extremely hard for 5 players today because of the sheer amount of things to track. Mine Trap would have to be redesigned with 5 players in mind rather than 20.
Also... power creep isn't as noticeable on ground as it is in space. We may have some crazy kit modules, but you can't stack things to the same level as you can in space because of gear limitations. Starships can stack multiple consoles for extra damage. Captains... not so much.
besides with power creep the 5 man team is going to have more DPS than the 2014 20 man team
The old TFO was still designed with 20 people in mind. 4 areas, widespread objectives, LOTS to keep track of... in its original form it would still be extremely hard for 5 players today because of the sheer amount of things to track. Mine Trap would have to be redesigned with 5 players in mind rather than 20.
Also... power creep isn't as noticeable on ground as it is in space. We may have some crazy kit modules, but you can't stack things to the same level as you can in space because of gear limitations. Starships can stack multiple consoles for extra damage. Captains... not so much.
For ground game play there are a variety of kit modules that bring a fair bit of zing to the game as compared to the days of old.
In combination with other things we didn't have before, such as Large Kit Overboosters that reduce kit module cooldowns, I find my ground game causes a lot more damage than it used to.
rattler2Member, Star Trek Online ModeratorPosts: 58,576Community Moderator
Well I don't dispute we have more power than we did back in the day. Especially considering we first had SET Kits that had specific abilities, then that was converted to we can select Kit Modules, but only certain types fit into certain Kit Frames, to the total freedom (within career path) to pick our Modules and Kit Frames just stat sticks.
besides with power creep the 5 man team is going to have more DPS than the 2014 20 man team
The old TFO was still designed with 20 people in mind. 4 areas, widespread objectives, LOTS to keep track of... in its original form it would still be extremely hard for 5 players today because of the sheer amount of things to track. Mine Trap would have to be redesigned with 5 players in mind rather than 20.
Also... power creep isn't as noticeable on ground as it is in space. We may have some crazy kit modules, but you can't stack things to the same level as you can in space because of gear limitations. Starships can stack multiple consoles for extra damage. Captains... not so much.
but there are far more pets that can be launched together
I have never played it before, but STO could really use more TOS and TOS follow-up content, so I, for one, would like if they put it back in in some form.
Mine trap and the 20 man TFO fighting klingons on a Mining moon were defintely fun and i do hope they return.
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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I think the ONLY 20 man that was popular was Shuttle Fleet Alert. Beyond that... good luck getting that many people to queue up.
besides with power creep the 5 man team is going to have more DPS than the 2014 20 man team
The old TFO was still designed with 20 people in mind. 4 areas, widespread objectives, LOTS to keep track of... in its original form it would still be extremely hard for 5 players today because of the sheer amount of things to track. Mine Trap would have to be redesigned with 5 players in mind rather than 20.
Also... power creep isn't as noticeable on ground as it is in space. We may have some crazy kit modules, but you can't stack things to the same level as you can in space because of gear limitations. Starships can stack multiple consoles for extra damage. Captains... not so much.
For ground game play there are a variety of kit modules that bring a fair bit of zing to the game as compared to the days of old.
In combination with other things we didn't have before, such as Large Kit Overboosters that reduce kit module cooldowns, I find my ground game causes a lot more damage than it used to.
I think @vetteguy904 makes a good point.
but there are far more pets that can be launched together