Lt. Commander
Join Date: Dec 2007
Posts: 120
So my group and I plowed through the first two space parts and the ground crawl, but we're stuck on the generator room puzzle.

We figured out that we can take down node Alpha One by brute forcing it (3 engineers + 1 tactical officer) with turrets, security teams, energy cells, etc. But we can't seem to be able to take down any of the other 5 nodes this way (they spawn borgs, so our turrets / probes / security escorts don't fire at the node).

I feel like we're missing something here. After we took down Alpha One, there is a power conduit that starts flashing in the console room with a clickable option (don't remember what it was called). Of course the person in there clicked it, and the objective window told us that we had 1/6 node completed.

When we were working on node B2 (we tried all of them out, they all spawn borgs but A1 it seems), I've seen the power conduit start flashing when we got the node arround ~30% (as in, it became activable). Is this normal?

So, for those of you who succesfully completed the STF, what are we missing here? Is there any other way to destroy the nodes? Extend the exposure on them?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-14-2010, 05:41 PM
We had the same problem twice. By using the following approach:

One (the controller) stays in the control room (with the consoles) and the rest stays in front of the shield. The controller redirect the power the others shoot at the generator during the 10 secs with as much dps as possible until it explodes. It has to be because the generator in there is repaired to 100% after an unsuccessful attempt.

The controller then goes to the corresponding console which is then active and use it. This node is then counted as "disabled" and a message "redirect time is extended" is displayed.

This continues with the others nodes. But somewhere between the first and any following nodes is it possible the center console stops providing the buttons for the power redirection and the hole progress comes to a hold.

We also tried to destroy the generators first and activate the "extend time" consoles later. But the center console also bugs, in that case after the second node.

There is just one thing open I cannot explain. I noticed the console is made available (flashing white) during the power redirect time, while the others shoot at it and it took a certain amount of damage. But there are borg around it in the control room and you get aggro instantly which is preventing you as the controller to activate the console during power redirection.

The question remains are:
- It is actually intended that the generators are destroyed?
- It is indended that players activate the "extend time" terminal before the generators are destroyed or afterwards or is it not of importance?
- Is the sequence by any means important? And if so: Why making player doing the hole 2nd part including killing tons for borg again if not done correctly because the hole mission got stuck and there is no way to reset.

-Orum
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-14-2010, 07:10 PM
My group got through it on the first day somehow. I don't know if we even bothered extending the shield timer or whatever, we just did one massive alpha strike on each node to get it down and it worked. The space part at the end is completely obnoxious by the way. We should be doing extra damage while Donatra's ship is cloaking, not zero because she pressed the "no more attacking me now" button. Anyhow...

Today, we did the exact same thing we did yesterday and it bugged out on us, twice. The first try, we knocked out 4 nodes before the console in the separate room that does everything became inactive. The second try, after clearing the space part after time travelling and all of the ground part all over again (...seriously?), it did the same thing after only one node. My group of friends decided they were done with the mission.

When you devs get around to fixing that BS, make sure it's in the release notes, because I'm not going to bother running the mission again til then. How did something so deal-breaking even make it through QA? If there's some stupid little gimmick to it that needs to be done, it should be tested assuming that players don't know about that gimmick.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-14-2010, 07:36 PM
Since everything I read so far tells me to burst the generator down in the ~10s window the node's shield is down, is there any way to do this with 3 engineerings, 1 tactical and 1 science officer? We got the first one down pretty easily, but for the other 5 borgs spawn, which makes security escorts / turrets / drones uneffective as they will target the borgs first.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-14-2010, 08:01 PM
Quote:
Originally Posted by Gabrelle
Since everything I read so far tells me to burst the generator down in the ~10s window the node's shield is down, is there any way to do this with 3 engineerings, 1 tactical and 1 science officer? We got the first one down pretty easily, but for the other 5 borgs spawn, which makes security escorts / turrets / drones uneffective as they will target the borgs first.
Have your tactical use Fire team
Have the engi's use whatever they can that increases damage taken by a target, and likewise with the SCI(or whatever buffs people most)

Before dropping the shield have the tac use Ambush and Targeting Sensor, have the engi's and sci use whatever buffs they have that will boost damage.

Open with an Exploit power or weapon, have the tac "Fire on my Mark" it, and throw a Plasma 'nade. Then just DPS your hearts out and pray.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-14-2010, 08:08 PM
I think thats our problems. 2 Engineers (assuming of our 3 engineers stays in the control room) don't bring alot of damage output if their turrets/drones don't attack the generator. Maybe a mine/bomb kit would work?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-15-2010, 01:11 AM
Update : No longer stuck on the puzzle! We brute forced it with 3 tacticals, 1 engineering (control room guy) and myself (science officer running with the geophysicist kit for guaranteed exposes on the generator). We just blasted the generators until the person in the control room got the option to "Extend Power" on the conduits (which he activated while his turrets / drones would tank).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-15-2010, 03:39 AM
Quote:
Originally Posted by Gabrelle
Update : No longer stuck on the puzzle! We brute forced it with 3 tacticals, 1 engineering (control room guy) and myself (science officer running with the geophysicist kit for guaranteed exposes on the generator). We just blasted the generators until the person in the control room got the option to "Extend Power" on the conduits (which he activated while his turrets / drones would tank).
In this scenario you was able to disable the "extend time" terminal before the generator was blowing up. Maybe there lies the problem. To extend time before it explodes. This was the little thing I noticed yesterday, that the console becomes available (flashing white) while the borg are in the control room and the other group member shoot at it.

But honestly devs you can't be serious with this: The generator is restored to full health if the redirect ends and the shield comes back online. If you want us to extend the time before the thing goes up by just do a certain damage you might mentioned that and stop repairing the generator after shield goes up again. This way player can give it a dosed amount of damage maybe in two or three attempts until console becomes available.

But with the current setting the only conclusion players have with the full repair is to put as much damage into it before shields comes up again. And blowing them up before activation seem to bug the instance somehow and only sometimes.

-Orum
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