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I'm an engineering VA in an Odyssey Operations cruiser. Usually when I pug KASE, I'm taking out the gates myself. I'm having a hard time doing it without dying several times.
What's your strategy for destroying the gates while taking minimal damage yourself?
The gates wont shoot you at all if you stay at a range of 9 to 10 km from it. I have taken out entire gates and not taken a single hit from them. As for the spheres and cubes. Kill them first or have team mates keep them busy while you kill the gate. Another hint for you don't go at it straight on, but from an angle so your front and aft weapons can both fire on it at the same time.
Can you describe what you're doing and what your team mates are doing?
The general strategy that I tend to see work successfully is the four and one strategy, where four ships go to one gate and one ship goes to the other gate.
The four ships go about their standard business, destroy the generators, take care of probes, and then move on to the gate when the generators are down.
The one ship all by itself destroys the probes coming from the other gate but doesn't try to destroy the gate or the generators. the single ship can fire on the generators and damage them but not destroy them.
When a generator pops it summons spheres. It's a lot to ask of a single ship to kill the probes while defending themselves against spheres too. Often it results in probes squeeking by or the one ship getting killed leaving the centre gate defenseless.
Really, the single ship is there to destroy probes and that's it. Once the team of four destroys the complex on the one side they can scurry on over to the other side to blow up generators and the gate.
When I'm on probe duty by myself in a pug I leave the generators and the gate alone since there's a good chance that some doofus from the 4 man team figures that there's more glory on the other side and then pops the generators I've been damaging in short succession = death for the both of us. I figure if the generators are 100% it will take the doofus more time to kill one = more of a chance the other team will finish up and come to help.
the question is how not get dmg/ low dmg from gate so 1 way one have say stay out of gateweapon range like 8-9 km.
for the other way you need a insanetankship that says carrier + shild drones spam drones if they die + tak team + sometimes a hull heal and you can stay in the gate
Buddy, my klingon in a voquv carrier can take probes on one side, whilst single handedly destroying 4 gens and a transformer while dealing with the cube spawn. Hop in acarrier- it has the same tankability of a cruiser, but can deal with scores of ships using its pets.
When in doubt, (hehe) c4!
This sig dedicated to the many random objects the Mythbusters crew has blow to smitherines
and again he not asked about probes or other crap only the gate so read the mainquestion^^
My klingon has ; tac team 2, transfer shield strength 1, auxilary to SIF 2, polarize hull 1, emergaency to shields 1, hazard emmiters 2, tac team 1, and reverse shield polarity for emergencys. And I run advanced slavers. Granted, I can't take a whole side on my own, but I can take one of the two transformers, as well as everything that's guarding or healing it whilst defending probes.
When in doubt, (hehe) c4!
This sig dedicated to the many random objects the Mythbusters crew has blow to smitherines
I'd love to see some of these carriers in my PuGs. I just wind up with the ones that sit around and get face-rolled by sphere's because they don't have the proper BOFF powers. One guy kept asking me how I was healing his plasma fire, come to find out he has no clue about hazard emitters(or debuff clearers in general) and has no armors in his engineering slots. *facepalm* With 2 Neutroniums and 1 Monotonium I don't even see more then 1% hull dmg when I get hit with the plasma fire.
Buddy, my klingon in a voquv carrier can take probes on one side, whilst single handedly destroying 4 gens and a transformer while dealing with the cube spawn. Hop in acarrier- it has the same tankability of a cruiser, but can deal with scores of ships using its pets.
If that's true then that's pretty impressive. I've bnever seen anyone take on one side all by themselves before.
As for the original poster, maybe we could help more if you laid out your ship build? I've taken on the gate on Normal and seemed to be the focus of its attention and not had any problems surviving, and that alt is a Tac officer in an Assault Cruiser. My build is a pretty standard dragon build.
Are you sitting there static or are you moving? Do you balance your shields or use Tac Team much?
Can you describe what you're doing and what your team mates are doing?
The general strategy that I tend to see work successfully is the four and one strategy, where four ships go to one gate and one ship goes to the other gate.
The four ships go about their standard business, destroy the generators, take care of probes, and then move on to the gate when the generators are down.
The one ship all by itself destroys the probes coming from the other gate but doesn't try to destroy the gate or the generators. the single ship can fire on the generators and damage them but not destroy them.
When a generator pops it summons spheres. It's a lot to ask of a single ship to kill the probes while defending themselves against spheres too. Often it results in probes squeeking by or the one ship getting killed leaving the centre gate defenseless.
Really, the single ship is there to destroy probes and that's it. Once the team of four destroys the complex on the one side they can scurry on over to the other side to blow up generators and the gate.
When I'm on probe duty by myself in a pug I leave the generators and the gate alone since there's a good chance that some doofus from the 4 man team figures that there's more glory on the other side and then pops the generators I've been damaging in short succession = death for the both of us. I figure if the generators are 100% it will take the doofus more time to kill one = more of a chance the other team will finish up and come to help.
4 players, 1 leech? Seriously, if you twiddle your thumbs between probe waves, you're a leech.
When I'm on probe duty (I always am), I'm taking down generators, cubes and gates. Because probes take a couple of seconds and then you can go back to a real target.
Leaving a Gate alive because you're scared of Spheres is a terrible idea. If you can't survive a couple of Spheres (not that hard, really), you've got no chance against a Gate; the thing hits much harder.
Not to mention that once a Gate is destroyed, you're 5 vs a single side instead of having to keep members apart.
That said, an Eng/Cruiser shouldn't have too much difficulty surviving a Gate (or anything, really).