Ok, so I know we've got more than 5 PA members able to do The Cure cause I just ran another one of you guys through it tonight. Don't think I'm not going to drag your sorry asses through The Cure too... My goal here is to get the Borg BO at the end of Khitomer Accords, so, you know... Get online and get playing!
And Terrordrome is supposed to be tougher than the cure?
Ugh! I love tough missions but The Cure is just so flippin anal in how it HAS to be played out...one fuckup and it takes so goddamned long to reset and clean up
EDIT: that said..im still up for trying it again on Friday/Saturday. but the weekend after that I'm out of state...so we better nail it next time. Do we just need like more than five people to help cover those transmitters? or does the number of workers scale up if we have more than five
i just resubbed after reading this thread and am in the middle of patching. i quit after just a couple weeks after launch, but if i remember right, i think i had just hit commander before i got bored and rolled a kling for a week or so. i wanna take advantage of diplomacy, but i'm also intrigued by all the klingon work.
is it worth it to just re-roll to go through the diplomacy content from the start?
and how's the klingon low level grind now? i stopped playing entirely because of how boring it was, esp with no pvpers around
[edit] oh ya, last thing. is there a PA channel where i can ask for a fleet invite? =D
The diplomacy stuff is just there along side everything else as optional content, so there's no need to reroll.
Now, the Klingon side? Getting better all the time. 'Course everything's getting better all the time, seeing as we're getting all these new episodes, but yeah, it ain't so bad anymore.
i think i'm going to go ahead and re-roll anyway. i have no idea what's going on with my char and my BO's, so it'd be nice to "build a rapport" with them all over again. :]
I rerolled when I resubbed and didn't regret it. Enough lower level stuff was a bit different than it used to be, lot less teeth pulling than I remember, it was actually a pretty nice experience.
The featured episodes are available pretty low and scale to your level, so they're always a nice appropriate experience. The rewards scale, too, so doing them early can take a nice bite out of your ongoing upgrade costs.
On my Escort I am just going cannons cannons cannons.
I switched up my Mk III heavy phaser cannons for regular Mk IV plasma cannons. I am eating ships alive even more with the smaller cannons.
Rapid Fire makes it pretty much a solid stream of plamsa bolts from the front of my ship.
My partner in crime just got his first real science vessel last night and loaded it up with 3x Phaser Arrays Mk IV and between us enemy ships our level should just go home.
Seriously, whoever did the in game voice must have had a terrible cold or a closed head injury.
An an unrelated event, I just looted most of the data samples from the fleet bank. I compensated by dumping all the ones I don't need anymore in their place. I hope those mineral samples won't interfere with the tribble breeding program, there was nowhere else for some of it.
Anybody had some weird things happen when you use the triolic pattern enhancer? Mine just spawned what I'm pretty sure was two tribbles sitting on the ground for several minutes.
I had an interesting experience with it last night as well.
A boss devidian spawned while we were making a pull in Infected. It proceeded to drain the entire party's health as the borg swarmed us. Surprisingly, we survived! Thankfully two of us were medics.
Sounds like a pretty nontrivial design flaw to me. Shouldn't this thing have a warning label or something? NOTICE: May alter local fabric of reality. Do not deploy in conjunction with probability altering technology. Do not take internally. Do not use if you are pregnant, nursing, or were born in ZZ-Plural sectors of the glaxy.
Actually, if you check the right-click info on the Triolic Enhancer, it warns that other out of phase beings might show up. Sounds like it's working as intended.
It does say in the description for the device that there's a small chance of other beings entering your phase variance.
edit: Well, guess that'll show me for not refreshing before posting...
The best part is having them show up in a ground PVP match. Three people pop enhancers, three enhancers go horribly wrong. Next thing you know both teams are fighting for their lives.
Makes me wonder if you could end the match through NPC kills.
Wow, somebody put a lot of little details into that device. Mine just summoned a 23rd century redshirt who stood there confused while I fought off borg. He's probably still standing there dazed in that asteroid base.
Interestingly, the tac officer cooldown reset skill resets the pattern enhancer. So for tac officers it's only a 2 minute cooldown.
Edit: I got a second redshirt out of the enhancer just now. This one actually helped me fight. Had a TOS phaser pistol complete with the sound effect. The beam looked like a modern phaser, though, not blue.
Did not know there were side effects to the Triolic Pattern enhancer... that actually seems like it might be handy under the right circumstances... And it does make sense that it would do that.... Pretty neat...
Did not know there were side effects to the Triolic Pattern enhancer... that actually seems like it might be handy under the right circumstances... And it does make sense that it would do that.... Pretty neat...
Yeah, it might be handy.
But it seems just as likely to be incredibly inconvenient. Hard to predict.
Also, I think I love my support drone.
Not as much as I'd love it if it mounted a plasma weapon, but I can't really hold that against the little guy.
Saw it dart off earlier and kill a Reman, then come back to me like a happy puppy. A happy, hovering, phaser wielding, death dealing puppy.
It can be just as bad as it can be handy - a big devidian in an elite borg pull is death. The tribble spawns can be amusing, but they're ultimately worthless. The officers that do help you aren't bad, they seem to be equivalent to a security escort summon. Especially nice if you're running a summon heavy BO team like I've been lately.
Reminds me a bit of WoW gnomish engineering with random misfire effects. Breaks up monotony a bit, which is nice.
In case anyone has been looking for a deal on this Amazon has the Collector's Edition on sale for $9.99 again. Includes a 30-day free trial, TNG/DS9 uniforms, some other ingame bonus and a liberated Borg BO (although some people have had to contact Cryptic support to get theirs, YMMV.)
Klingon Empire – B'rel Bird-of-Prey Retrofit
Birds-of-Prey are the workhorses of the Empire, filling roles as scout ships, raiders or combat vessels. This retrofit of the famed B'rel Bird-of-Prey combines the small size and maneuverability of the B'rel with the most advanced weaponry available to the Empire. The B'rel Bird-of-Prey Retrofit has six weapon slots (4 fore, 2 aft), seats for four Bridge Officers (2 Lieutenant Universal, 1 Lieutenant Commander Universal and 1 Commander Universal) and space for eight console modifications (3 Tactical, 3 Engineering, 2 Science). It carries 30 crew and has an Enhanced Battle Cloak that will allow the ship to fire mines and torpedo weapons and use most Bridge Officer and Captain abilities while cloaked.
Klingon Empire – Varanus Fleet Support Vessel
This Gorn Hegemony design has been adapted for use by the Klingon Defense Force. These vessels do not have the firepower of Klingon starships, but their advanced technology makes them ideal for use by captains who want to support their allies in battle. The Varanus Fleet Support Vessel has six weapon slots (3 fore, 3 aft), seats for five Bridge Officers (Lieutenant Tactical, Ensign Engineering, Lieutenant Engineering, Lieutenant Commander Science and Commander Science) and space for eight console modifications (2 Tactical, 2 Engineering, 4 Science). It carries a crew of 750, has integral subsystem targeting and can launch a Repair Platformthat will deploy drones to assist it or allied ships.
Klingon Empire – Marauder Patrol Cruiser
The Orion Syndicate has made the design of their famed Marauder Patrol Cruiser available to the Klingon Defense Force. Marauders are made for quick raids, but have the strength to last through a pitched battle. The Marauder Patrol Cruiser has eight weapon slots (4 fore, 4 aft), seats for five Bridge Officers (Lieutenant Tactical, Lieutenant Commander Engineering, Commander Engineering, Ensign Science and Lieutenant Science) and space for eight console modifications (2 Tactical, 4 Engineering, 2 Science). It carries 800 crew members. The Syndicate takes great care to protect Marauders, so when one of these vessels falls below 25 percent of its maximum hull strength a wing of Orion Interceptor Fighters will come to assist it. These fighters will drop mines, and then move to disable subsystems and capture crew from enemy ships, giving the Marauder cover for a safe escape.
also: the ISS Molly was a real pain to destroy. 100K HP at 38 and had guns to match. I was pretty hyped when it went down.
The Molly was probably the hardest thing I fought before my first serious solo fight with a borg cube, possible exception being Skirmish on my Klingon (at level 6, the allied BoP last about six seconds and then it's you versus both fleets without a battle cloak). That thing completely shreds escort shields and I swear it has about twice the turn speed of a normal Sovereign class.
Alright folks, I hope everyone sleeps wel tonight as I'd like to get a The Cure run going by 9pm EST tomorrow night. Willing to push it till 10 though if enough people commit. I'd love to pick up on the ground to out out the first space combat bit, but that one's not that hard so whatever...
I'm rapidly closing in on some Borg Cube-age. As a Cruiser jockey, what should I keep in mind when fighting these critters?
Two biggest concerns with borg (this is more from an escort viewpoint, but they're the same cubes, just different tactics):
1. Shield nullifiers will pretty much rape your shields down to nothing. Over and over. Trying to heal through one seems to be a waste, though a cruiser might be able to handle things a bit better than an escort, but it's still a pretty major drain, even stacking all of my available shield heals doesn't keep up with it.
2. You'll want some way to get out of tractor beams, like polarize hull.
They have heavy plasma torps, too, but they're not the uber death fire kind that Undine have.
Other than that, beams and torpedoes all over the place, nothing special in and of themselves.
Especially your first try, don't be afraid to run away. Hang out a bit outside the 10k range and they won't reset, but you can wait out while some cooldowns come back. Even on my escort I can heal up faster than they do, a cruiser should have no trouble. Lets you break up a losing battle of attrition and come back in fresh with an opening attack.
Alright folks, I hope everyone sleeps wel tonight as I'd like to get a The Cure run going by 9pm EST tomorrow night. Willing to push it till 10 though if enough people commit. I'd love to pick up on the ground to out out the first space combat bit, but that one's not that hard so whatever...
I'm up for it...I want to put this damned thing to bed!
I'm rapidly closing in on some Borg Cube-age. As a Cruiser jockey, what should I keep in mind when fighting these critters?
Yep, as hevach said, look out for their shield nullifier and tractor beams.
Getting stuck in with a big group is generally a bad idea without polarise hull and evasive maneuvers up.
A common sight is a feddy ship stuck next to a cube or sphere that's nearly dead, but not quite, and getting beaten up six ways from tomorrow because they blew their cooldowns without retreating to a safe distance.
And when you meet the undine? SHOOT THE HORRIBLE PLASMA BALLS. They will burn your hull for five hundred a tick. They are not nice. And in fleet actions be a good neighbor and shoot the things even if they're not heading for you. Nobody likes eating three plasma torpedoes to the rear because their arrays are on cooldown.
As a cruiser fighting the Borg I recommend the Star Cruisers over the Assualt Cruisers, though that may just be my play style... The Assaults have more tactical slots sure, but the Stars have more other slots which make debuffing or buffing pretty easy... Best combat against the shield nullifiers is the reverse shield polarity, but unfortunately they nerfed that lately...
Do not be near a cube when it goes boom. They explode HARD and I've seen many a time when it exploes and half my little fleet goes boom with it. I generally keep my evasive maneuvers for when the cubes are about to explode. That being said, don't be afraid to use the secondary explosions to your advantage. On the Khitomer Accords STF we had to use a cube explosion to do damage to a transwarp gate... Well, we didn't have to, but it did make it easier....
For that are curious, Khitomer Accord it he last in the series of Borg STFs (Infected>The Cure>Khitomer Accord) In Khitomer Accord you warp in and discover that the Borg are trying to go into the past, so you see this temporal portal in the center and a few ships guarding it, and two transwarp gates, one on each side of the portal. Both gates spawn Borg at the same time which head for the portal, you can't let more than 6 through the portal... Anyways, it's rough... Then you've got the ground portion which is straight up grinding to get to room where one man has to sperate himself and assist in lowering shields around these things so the other four can blow them up. Then you can optionally put yourself into a machine and die to get a Science Borg BO. Then you go up into space and fight a Borg Armada, and the enemy is a Scimitar that cloaks at random during the fight, often letting you only knock off about 5% of health before it cloaks again...
It's a rough mission, I'm only ever completed it once...
I'm just going to quote something I just said on the PA channel:
"Wangs, why did I just see a fed ship running around Eta Eridani sector space with fireworks shooting out of its ass?"
This may be the most important game (and/or personal health) related question I will ever ask of you...
jamesra on
"Everything in war is very simple, but the simplest thing is difficult. The difficulties accumulate and end by producing a kind of friction. . . . This tremendous friction . . . is everywhere in contact with chance, and brings about effects that cannot be measured, just because they are largely due to chance" Carl Von Clausezwitz. (1832),
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Holy shit! Sony's new techno toy!
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Ugh! I love tough missions but The Cure is just so flippin anal in how it HAS to be played out...one fuckup and it takes so goddamned long to reset and clean up
EDIT: that said..im still up for trying it again on Friday/Saturday. but the weekend after that I'm out of state...so we better nail it next time. Do we just need like more than five people to help cover those transmitters? or does the number of workers scale up if we have more than five
Enlist in Star Citizen! Citizenship must be earned!
is it worth it to just re-roll to go through the diplomacy content from the start?
and how's the klingon low level grind now? i stopped playing entirely because of how boring it was, esp with no pvpers around
[edit] oh ya, last thing. is there a PA channel where i can ask for a fleet invite? =D
The diplomacy stuff is just there along side everything else as optional content, so there's no need to reroll.
Now, the Klingon side? Getting better all the time. 'Course everything's getting better all the time, seeing as we're getting all these new episodes, but yeah, it ain't so bad anymore.
i think i'm going to go ahead and re-roll anyway. i have no idea what's going on with my char and my BO's, so it'd be nice to "build a rapport" with them all over again. :]
The featured episodes are available pretty low and scale to your level, so they're always a nice appropriate experience. The rewards scale, too, so doing them early can take a nice bite out of your ongoing upgrade costs.
aaaaaand they don't separate the C-monies that I get as a stipend for being a CO lifetimer
i could play STO instead and spend my C-monies on stuff that Silver people don't get
LC8 now. Getting close to my next ship!
Also, I totally want to be able to buy costume slots for my bridge officers. Or change them into a costume from my own list. Or something.
chair to Creation and then suplex the Void.
I switched up my Mk III heavy phaser cannons for regular Mk IV plasma cannons. I am eating ships alive even more with the smaller cannons.
Rapid Fire makes it pretty much a solid stream of plamsa bolts from the front of my ship.
My partner in crime just got his first real science vessel last night and loaded it up with 3x Phaser Arrays Mk IV and between us enemy ships our level should just go home.
Critical Failures - Havenhold Campaign • August St. Cloud (Human Ranger)
Bonnie-kins, Bonnie-kins, dressed all in red...
They should re-do the Guardian of Time's voice though, that was pitiful.
Unless it actually sounded like that in the TV show.
chair to Creation and then suplex the Void.
It wasn't exactly the pinnacle of voice over design in the show, but nowhere near as awful as in the game.
TOS/STO comparison
Seriously, whoever did the in game voice must have had a terrible cold or a closed head injury.
An an unrelated event, I just looted most of the data samples from the fleet bank. I compensated by dumping all the ones I don't need anymore in their place. I hope those mineral samples won't interfere with the tribble breeding program, there was nowhere else for some of it.
-Woo, B'tran is bugging out again. Them loading screens of death, man. Looks like I won't be getting my exploration marks today!
hnnnng but I wants them
lets try again.
edit: Well, guess that'll show me for not refreshing before posting...
The best part is having them show up in a ground PVP match. Three people pop enhancers, three enhancers go horribly wrong. Next thing you know both teams are fighting for their lives.
Makes me wonder if you could end the match through NPC kills.
Interestingly, the tac officer cooldown reset skill resets the pattern enhancer. So for tac officers it's only a 2 minute cooldown.
Edit: I got a second redshirt out of the enhancer just now. This one actually helped me fight. Had a TOS phaser pistol complete with the sound effect. The beam looked like a modern phaser, though, not blue.
Movie Collection
Foody Things
Holy shit! Sony's new techno toy!
Wii Friend code: 1445 3205 3057 5295
Yeah, it might be handy.
But it seems just as likely to be incredibly inconvenient. Hard to predict.
Also, I think I love my support drone.
Not as much as I'd love it if it mounted a plasma weapon, but I can't really hold that against the little guy.
Saw it dart off earlier and kill a Reman, then come back to me like a happy puppy. A happy, hovering, phaser wielding, death dealing puppy.
Reminds me a bit of WoW gnomish engineering with random misfire effects. Breaks up monotony a bit, which is nice.
========================
Here's some basic info for now
Klingon Empire – B'rel Bird-of-Prey Retrofit
Birds-of-Prey are the workhorses of the Empire, filling roles as scout ships, raiders or combat vessels. This retrofit of the famed B'rel Bird-of-Prey combines the small size and maneuverability of the B'rel with the most advanced weaponry available to the Empire. The B'rel Bird-of-Prey Retrofit has six weapon slots (4 fore, 2 aft), seats for four Bridge Officers (2 Lieutenant Universal, 1 Lieutenant Commander Universal and 1 Commander Universal) and space for eight console modifications (3 Tactical, 3 Engineering, 2 Science). It carries 30 crew and has an Enhanced Battle Cloak that will allow the ship to fire mines and torpedo weapons and use most Bridge Officer and Captain abilities while cloaked.
Klingon Empire – Varanus Fleet Support Vessel
This Gorn Hegemony design has been adapted for use by the Klingon Defense Force. These vessels do not have the firepower of Klingon starships, but their advanced technology makes them ideal for use by captains who want to support their allies in battle. The Varanus Fleet Support Vessel has six weapon slots (3 fore, 3 aft), seats for five Bridge Officers (Lieutenant Tactical, Ensign Engineering, Lieutenant Engineering, Lieutenant Commander Science and Commander Science) and space for eight console modifications (2 Tactical, 2 Engineering, 4 Science). It carries a crew of 750, has integral subsystem targeting and can launch a Repair Platformthat will deploy drones to assist it or allied ships.
Klingon Empire – Marauder Patrol Cruiser
The Orion Syndicate has made the design of their famed Marauder Patrol Cruiser available to the Klingon Defense Force. Marauders are made for quick raids, but have the strength to last through a pitched battle. The Marauder Patrol Cruiser has eight weapon slots (4 fore, 4 aft), seats for five Bridge Officers (Lieutenant Tactical, Lieutenant Commander Engineering, Commander Engineering, Ensign Science and Lieutenant Science) and space for eight console modifications (2 Tactical, 4 Engineering, 2 Science). It carries 800 crew members. The Syndicate takes great care to protect Marauders, so when one of these vessels falls below 25 percent of its maximum hull strength a wing of Orion Interceptor Fighters will come to assist it. These fighters will drop mines, and then move to disable subsystems and capture crew from enemy ships, giving the Marauder cover for a safe escape.
The Molly was probably the hardest thing I fought before my first serious solo fight with a borg cube, possible exception being Skirmish on my Klingon (at level 6, the allied BoP last about six seconds and then it's you versus both fleets without a battle cloak). That thing completely shreds escort shields and I swear it has about twice the turn speed of a normal Sovereign class.
Movie Collection
Foody Things
Holy shit! Sony's new techno toy!
Wii Friend code: 1445 3205 3057 5295
Two biggest concerns with borg (this is more from an escort viewpoint, but they're the same cubes, just different tactics):
1. Shield nullifiers will pretty much rape your shields down to nothing. Over and over. Trying to heal through one seems to be a waste, though a cruiser might be able to handle things a bit better than an escort, but it's still a pretty major drain, even stacking all of my available shield heals doesn't keep up with it.
2. You'll want some way to get out of tractor beams, like polarize hull.
They have heavy plasma torps, too, but they're not the uber death fire kind that Undine have.
Other than that, beams and torpedoes all over the place, nothing special in and of themselves.
Especially your first try, don't be afraid to run away. Hang out a bit outside the 10k range and they won't reset, but you can wait out while some cooldowns come back. Even on my escort I can heal up faster than they do, a cruiser should have no trouble. Lets you break up a losing battle of attrition and come back in fresh with an opening attack.
I'm up for it...I want to put this damned thing to bed!
Enlist in Star Citizen! Citizenship must be earned!
Yep, as hevach said, look out for their shield nullifier and tractor beams.
Getting stuck in with a big group is generally a bad idea without polarise hull and evasive maneuvers up.
A common sight is a feddy ship stuck next to a cube or sphere that's nearly dead, but not quite, and getting beaten up six ways from tomorrow because they blew their cooldowns without retreating to a safe distance.
And when you meet the undine? SHOOT THE HORRIBLE PLASMA BALLS. They will burn your hull for five hundred a tick. They are not nice. And in fleet actions be a good neighbor and shoot the things even if they're not heading for you. Nobody likes eating three plasma torpedoes to the rear because their arrays are on cooldown.
STO does not seem to like that at all.
Do not be near a cube when it goes boom. They explode HARD and I've seen many a time when it exploes and half my little fleet goes boom with it. I generally keep my evasive maneuvers for when the cubes are about to explode. That being said, don't be afraid to use the secondary explosions to your advantage. On the Khitomer Accords STF we had to use a cube explosion to do damage to a transwarp gate... Well, we didn't have to, but it did make it easier....
For that are curious, Khitomer Accord it he last in the series of Borg STFs (Infected>The Cure>Khitomer Accord) In Khitomer Accord you warp in and discover that the Borg are trying to go into the past, so you see this temporal portal in the center and a few ships guarding it, and two transwarp gates, one on each side of the portal. Both gates spawn Borg at the same time which head for the portal, you can't let more than 6 through the portal... Anyways, it's rough... Then you've got the ground portion which is straight up grinding to get to room where one man has to sperate himself and assist in lowering shields around these things so the other four can blow them up. Then you can optionally put yourself into a machine and die to get a Science Borg BO. Then you go up into space and fight a Borg Armada, and the enemy is a Scimitar that cloaks at random during the fight, often letting you only knock off about 5% of health before it cloaks again...
It's a rough mission, I'm only ever completed it once...
Movie Collection
Foody Things
Holy shit! Sony's new techno toy!
Wii Friend code: 1445 3205 3057 5295
Nausicaan
Orion
Gorn
Klingon
"Wangs, why did I just see a fed ship running around Eta Eridani sector space with fireworks shooting out of its ass?"
This may be the most important game (and/or personal health) related question I will ever ask of you...