Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 DS9 Siege is too hard.
11-21-2010, 01:39 AM
With a team of five consisting of myself(a Saurian Tac Officer lvl 8 Captain), a Human Tac, Engineer, Sci(lvl 3 Capt, lvl 7, and lvl 5 each), and a Bajoran Engineer(lvl 5 capt.), we got stuck trying to secure Ops when I had to drop out. Just to get there too five hours! Here are my suggestions to make the fleet action workable:

Add a few NPC allied sprites. I would recommend one each of Tac, Sci, and Engineer.

Remove the holoprojectors. They create phantom Gils that taken together killed the team within 10 seconds. Their weapons would stun the team allowing sheer number to overwhelm us.

Stop or greatly reduce the respawn rate of the Legates and Guls. Every time we advance, we have to reclaim all of the terrain we had covered from the Shipyard to where we were killed.

Remove the Interrogators in OPS. Even entering OPS simulaniously, we were unable to even kill a single Cardassian! The Interrogators healed up the sprites to quickly for us to eliminate, even when coordinating our fire on a single target.

Eliminate heal on defeat. It is really annoying when I get one of the Guls or Legates down to less than a tenth of his health, and he is fully healed when I am killed.

Making even a few of these changes would make it possible to complete the mission. It should not require more than three people to complete any Fleet Action.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-21-2010, 02:00 AM
Quote:
Originally Posted by NeilCell View Post
With a team of five consisting of myself(a Saurian Tac Officer lvl 8 Captain), a Human Tac, Engineer, Sci(lvl 3 Capt, lvl 7, and lvl 5 each), and a Bajoran Engineer(lvl 5 capt.), we got stuck trying to secure Ops when I had to drop out. Just to get there too five hours! Here are my suggestions to make the fleet action workable:

Add a few NPC allied sprites. I would recommend one each of Tac, Sci, and Engineer.

Remove the holoprojectors. They create phantom Gils that taken together killed the team within 10 seconds. Their weapons would stun the team allowing sheer number to overwhelm us.

Stop or greatly reduce the respawn rate of the Legates and Guls. Every time we advance, we have to reclaim all of the terrain we had covered from the Shipyard to where we were killed.

Remove the Interrogators in OPS. Even entering OPS simulaniously, we were unable to even kill a single Cardassian! The Interrogators healed up the sprites to quickly for us to eliminate, even when coordinating our fire on a single target.

Eliminate heal on defeat. It is really annoying when I get one of the Guls or Legates down to less than a tenth of his health, and he is fully healed when I am killed.

Making even a few of these changes would make it possible to complete the mission. It should not require more than three people to complete any Fleet Action.

...I solo'd this...
Try going by yourself.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
11-21-2010, 01:37 PM
I seem to recall that Fleet Actions were designed for groups of 10-20 people in mind. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
11-22-2010, 06:34 AM
Quote:
Originally Posted by MSARGuy
...I solo'd this...
Try going by yourself.
This. I don't remember it being all that tough. Maybe they changed something since back when I did it alone though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
11-22-2010, 06:43 AM
We did it with 5 people yesterday, all of us mid-range captains I think. Actually it was two groups, I rejoined after my lunch break to find a new group still trying to take down the last 4 force fields. We must have died 20 times each in trying to storm the temple, exchange and OPS (especially OPS, with there being plasma fires in the turbolift upon entrance, and the Cardies returning to the respawn point on the Promenade). It's doable, but extremely hard.

The general addage was: "One person kill the holoprojectors, everyone else get the Legate before he builds more!" The problem was finding the projectors and the legates in the swarms of Gils. We'd get shot down before we even had one targeted.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
11-25-2010, 08:39 PM
Quote:
Originally Posted by TiriusAvarao
We did it with 5 people yesterday, all of us mid-range captains I think. Actually it was two groups, I rejoined after my lunch break to find a new group still trying to take down the last 4 force fields. We must have died 20 times each in trying to storm the temple, exchange and OPS (especially OPS, with there being plasma fires in the turbolift upon entrance, and the Cardies returning to the respawn point on the Promenade). It's doable, but extremely hard.

The general addage was: "One person kill the holoprojectors, everyone else get the Legate before he builds more!" The problem was finding the projectors and the legates in the swarms of Gils. We'd get shot down before we even had one targeted.
Part of why I recommend that in this scenario, the build holoprojectors skill should be removed from the Legate's skill pool.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-05-2011, 08:40 PM
First time player, just got thruogh this with a crazy PUG. I never figured out how many players we had in there as they were not grouping up.

It was just a mad throw bodies at it type scenario. It was difficult, probably would have been easier with a better organized group.

The only real problem I had with it, was the last phase.

During the shut off the self destruct sequence, we spawn in the middle of about a dozen or more baddies. And when we respawn we're in that same place.

I never did figure out what we were supposed to do to get through that. We were simply spawning into the midst of them one at a time or in small groups. Every once in a while one of us would break through and get clear.

Someone eventually got to whatever the objective was and tripped it, which stopped the bleeding.

It wasn't really fun, and the prize for finishing it wasn't even something I could use. I threw it in the replicator.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
11-22-2010, 10:07 AM
Quote:
Originally Posted by MSARGuy
...I solo'd this...
Try going by yourself.
Lmao! You dont survive 5 seconds alone when you step out of the save corridor to where the first cardies standing around.

You can never ever beat this alone - never.

I beat it several times in a good mixed group though with > 7 players.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-21-2010, 02:07 PM
The DS9 one isn't impossible to beat, but it's super hard even on normal difficulty. It took quite a while for me to beat it and I had a good group. I would like to see the holo projectors removed, or something, to make it more moderate difficulty. I don't want it to be too easy, either, but it is really hard, in my opinion, as it is now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-21-2010, 02:21 PM
It is difficult at the moment due to a lack of players. But with a coordinated group of 5 it is still doable.

One of my favorite tactics is the group suicide run. Just have everyone stick together and sprint past everything to the objectives.. usually at least one person will live to activate a console or rescue the NPC's.

Perhaps not everyone's idea of fun but with the lack of community and lack of interest in running these types of encounters it's about all you can do right now.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 12:12 PM.