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Empire Veteran
Join Date: Jun 2012
Posts: 3,067
# 11
08-14-2012, 05:14 PM
Is it time for me to start teaching people how this sortie is done? They aren't hard once you figure out the tactics behind them. I'll layout the ground work here on how you do it with ease.

Attack Transports:

There are 3 beacons #1 is right in front of you when you spawn, #2 is where the 2nd federation escort will spawn if they freighters get close to it/pass it. #3 is the beacon where if they reach it they warp out.

The object of this is that they first and foremost never reach beacon #3. The easiest way to do this is make sure they never get to beacon #2. That said my basic tactics are I always ignore that federation escort that spawns first. I disable all 6 freighters and then move a bit away from the freighters so the escorts explosion does not destroy any of the freighters.

Then I make sure to beam out all their cargo before they become targetable again.

WARNING: For players with lets say teeth where you have a lot of DPS... REFRAIN from using torpedoes if possible or you will run into the problem I do where I am accidentally blowing up freighters because they are so soft and squishy.

Erikson System:

The kalferi isn't hard and no one should have problems there but as for Erikson it can be tricky too. Again the best solution is to ignore the escorts disable all freighters except one minor issue with erikson is that you can use speed and agility to your side where as the escorts will take time catching up to you... Disable all freighters, double back beam out cargo and as the escorts follow you after you beam out all cargo then clean up their friends.
Empire Veteran
Join Date: Jun 2012
Posts: 2,027
# 12
08-15-2012, 02:02 AM
I gotta say, best dailies ever Because while the others are grinds, and this one is too, the optional objectives for a boost in Dil once-a-day makes it harder to do... and the thrill of that really really helps.

But yeah, a few helpful tips about these dailies might help Because my first attempts on the Transport Raid ended badly... until I read the tip about attacking the frontal freighters first
Was named Trek17, but still an author.

Been playing STO since Open Beta, and have never regarded anything as worse than 'meh'.
Captain
Join Date: Jun 2012
Posts: 542
# 13
08-15-2012, 02:18 AM
Another thing that may be screwing you up: Don't destroy any of the freighters.

Disable, loot, move on to the next one. I've found that if a freighter explodes, even after being looted, it's still regarded as "lost"... and if you lose 2, you can't have looted from 5 of them


Also, Gravity Well's a great way to stop them from running if you need a bit more time.
Empire Veteran
Join Date: Jun 2012
Posts: 2,027
# 14
08-15-2012, 03:06 AM
Quote:
Originally Posted by dma1986 View Post
Another thing that may be screwing you up: Don't destroy any of the freighters.

Disable, loot, move on to the next one. I've found that if a freighter explodes, even after being looted, it's still regarded as "lost"... and if you lose 2, you can't have looted from 5 of them


Also, Gravity Well's a great way to stop them from running if you need a bit more time.
That's never really been an issue for me It was hard enough to break open their shields in the first place in a timely fashion, even with decloaking.

But that probably means I'm doing something wrong with my BoP weapon setup...
Was named Trek17, but still an author.

Been playing STO since Open Beta, and have never regarded anything as worse than 'meh'.
Empire Veteran
Join Date: Jun 2012
Posts: 3,067
# 15
08-15-2012, 04:06 AM
Quote:
Originally Posted by trek21 View Post
That's never really been an issue for me It was hard enough to break open their shields in the first place in a timely fashion, even with decloaking.

But that probably means I'm doing something wrong with my BoP weapon setup...
Hit Front pack... Middle one always the one a bit ahead of the left and right, then hit left and then right, then from the front hit the center one of the rear pack, fly past it, take out left, then right, then the escort. Sometimes some of the freighters will start moving again but just disable them once more and loot and usually the way I do it the 2nd escort never spawns until you are ready to leave.

I remember back before we had dilithium system and money was so tight and I wanted a kar'fi so badly I grinded this for days until I got 500 emblems to finally get the ship that I couldn't afford with real money. That is about how many times I've done this with optional completed in my sleep LOL

Edit: There was once and only once if I remember a KDF assistance run of this for a community event ran thru forums. There more than likely needs to be a new one because the last one was done way before we got any kind surge of activity we have now in the KDF. When I mean a surge I can remember when if you saw the KDF active it was like maybe 3-10 people at first city at once. Plus none of the highly active KDF players were involved at all in the original one that can teach people how to do this.

I'm not sure if Cryptic or PWE would be down with this idea if we got enough people into a community event for this if when the foundry patrol creator they were talking about is put in if we could get a pi canis tribute or story into this with lets say a master mission of a location if you happened to get a special drop from one of the 6 systems kind of like the refueling station works with the computer cores. As far as a mission to attack a base that these freighters are supplying and what the communications, shipyard, and medical station are supporting for something like an STF style mission for the KDF to do until we get season 7 content. Just my thought of something not so big to ask for that sort of puts a finishing touch or final purpose of the pi canis area and its importance to the federation and the KDF.

Last edited by zeuxidemus001; 08-15-2012 at 04:22 AM.
Lieutenant
Join Date: Jun 2012
Posts: 66
# 16
08-15-2012, 10:15 AM
Thanks for the advice, all. Been thinking about it some. I'm going to give it another shot. I've been able to accomplish all the other optional objectives for "Way of the Warrior" it's just been that ONE for the convoy that's eluded me. I'll see if I can't nail the timing on that thing and play around with the DPS.

Speaking of DPS and all, just in case it's important, let me tell you what ship and layout I've got.

I've been using my Vor'cha refit, the Hegh'Qib. (Incidentally, that's supposed to translate to "Deathshadow". I used an online Klingon/English dictionary for that. I hope I got it right. >.>; )

(I have the Bortas (anniversary version) available to use, but... holy GOD the thing is a whale! I'm able to "turn and burn" much better in the Vor'cha and have felt much more comfortable with that ship. At some point, I'll put some upgraded weaponry and consoles on the Bortas and play around again with configs to see if I can make it work. But for now, I'm sticking with the Vor'cha.)

I also bought the Vor'kang variant earlier, so I also have the Isometric Charge Module. Also - I have the full Dominion Engine/Deflector/Shield set, so I have the Antiproton sweep, as well as the Breen weaponry from the Cold Front series. (I have the full Breen Deflector/Engine/Shield set as well, but currently set up on another ship.)

So, weapons layout is:
FRONT:
Disruptor Beam Array Mk XI [Acc] (Uncommon/Green)
Disruptor Dual Heavy Cannons Mk XI [Acc] [Dmg] (Rare/Blue)
Dual Disruptor Beam Bank Mk XI [Acc] x2 (Rare/Blue)
Rapid Reload Transphasic Torpedo Launcher Mk XI (Rare/Purple)

REAR:
Disruptor Beam Array Mk XI [Acc] (Uncommon/Green)
Disruptor Beam Array Mk XI [Acc] (Uncommon/Green)
Bio-Neural Warhead
Breen Transphasic Cluster Torpedo (Rare/Blue)

In reserve in my current inventory I also have:
Disruptor Dual Heavy Cannons Mk XI [CrtH] x2 (Rare/Blue)
Photon Torpedo Launcher Mk XI [Acc] [Dmg] (Rare/Blue)
Reman Prototype Covariant Shield Array Mk XI (Rare/Blue) (This is the one that gives you that wicked looking hex/energy field effect over your ship in place of your standard hull)

I have that weird weaponry layout in the back as a "chaser deterrence" package, BTW. As in - "Yeah, I'm turning my ass to you and moving away... You SURE you want to follow directly behind me? SURPRISE!" Heh.

But I could be convinced to switch all of this around to better effect. For instance, I was thinking maybe switch out one of the beam arrays up front with the extra set of cannons, maybe?

As for slowing down the freighters, unfortunately I don't have as many science options as I'd like for crowd control, being a tac captain on a Vor'cha. Maybe that would be a good reason to switch to the Bortas - so I can get more of my science BOFFs doing their thing?

Edit: Looking at the weaponry types - would using Tetryon Cannons help? The numbers seem to indicate it would blow down shields faster.

Last edited by logandarklighter; 08-15-2012 at 11:02 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 3,067
# 17
08-15-2012, 02:06 PM
The problem I see with the layout is that it doesn't have a lot of DPS. For what you are trying to do with that to make it ability for frontal and broadside power for my idea of what you are trying to do I'd recommend this...

(As far as the rear setup and reasons you explained it was a good thought but the problem with is mainly is theres not enough power back there or potential power to be much of a threat, if someone is on the offensive those are merely distractions that are easily countered).

for front 3 DHC's/torp, 4 DHC's, 2 DHC's/2 Single Cannons, 2DHC's/1 single cannon/1 torpedo.

For rear either 4 turrets, or 2 turrets and 2 single beams.

A few mix up sets I've found to work great is using 2 omega (deflector and engine) and KHG shield or if you can go heavy on tactical power you can use KHG shield, and borg console, borg deflector, and borg engine.

As I can see it though with having numerous hours doing pi canis grind for various reasons I can definately tell you that layout is what the route of the problem is. I've also found tho if you have a varanus or support ship setup trying to do it its not impossible but it will be close to verge of failure (is why I'd like to see a sciency gorn escort put into the c-store or shipyard).

Last edited by zeuxidemus001; 08-15-2012 at 02:09 PM.
Lieutenant
Join Date: Jun 2012
Posts: 66
# 18
08-15-2012, 02:42 PM
Ah. Turrets. Of course. (facepalm) I'm so used to flying a Sovereign Fed-side it never occurred to me...

Needed to get more DPS into the frontal arc. That'd do it. Can still protect the rear too with that setup, but mainly useful since it will fire EVERY gun on the ship forward.

I'm still relatively inexperienced to the way KDF ships fight. I was a bit wary of giving up a wider arc of fire since I'm more used to the way Fed Cruisers work. And I still believe in having SOME side firing arc, since this is a cruiser, even though it does turn quick.

But for this purpose - yeah. This is all linear slashing attack anyway. And nothing is going to flank me. So agreed, 3 cannons front and a Torpedo. All turrets rear.

I haven't gotten far enough along in Endgame to get Omega or Borg sets (though I do have the first Borg console.)


BTW - For general PVE, does having the cluster torpedo and/or Bio-Neural Warhead anywhere - front or aft - make sense? For me the set-up seems to work just fine on Borg alerts and gives the enemy AI something else to shoot at. I cloak and get close and then uncloak and fly NOE above the hull of the B'Jer ship doing DPS front and aft (because the thing is so big both arcs cover it!) a couple of passes then retreat when I start taking too much debuffs/damage.

It LOOKS suicidal to other players, but it actually shields me from fire from many of the probes/drones flying around. And I keep my Evasive Maneuvers and an Engine Battery/Deuterium in reserve for when it's time to bug out.

And the Cluster Torpedo definitely helps against those plasma "I win" torpedoes the B'Jer likes to fire. The ones that "remember you to death" like in ST:TMP. (Assuming it's not on cooldown. >.>)
Captain
Join Date: Jun 2012
Posts: 4,145
# 19
08-15-2012, 03:07 PM
From every post I could read when setting up my current ship the favorites were quantums (for their high recycle rate) and photons (also high recycle rate, and good damage). I pulled my breen torp after S6 launch because it was broken, and tho I've retested it after every patch since, it's still not as usable as it once was (and not even close to my favorite anymore).

Definitely go with the turrets on the rear, and DHC's up front. I'm unfamiliar with those big Klink cruisers so I wont say for sure if it's a good idea to keep 1 beam up front, or better to throw a couple RCS modules on your ship.

Catch me ingame and I'll make you a good deal on gear as I'm not a EC farmer and have tons of gear in my banks. Can also craft you some gear if you can supply the materials, lemme know.
KBF Lord MalaK
Awoken Dead

Now shaddup about the queues, it's a BUG

Last edited by lordmalak1; 08-15-2012 at 03:10 PM.
Captain
Join Date: Jun 2012
Posts: 1,495
# 20
08-15-2012, 04:53 PM
Not saying you can't use fat boats ie cruisers, but it's designed to be done by high dps fast ships for hit and run feel.

You should be able to disable transports and then kill the escorting ships as others have mentioned.

But if you're bored as alternatives you can try to:

Disable the transports and jam the escorting ship to buy you time to transport goods w/o being interupted.

Launch low dps pets, cloak so escort ship changes target then decloak and transport goods.

Disable weapons/nuke weapon power so escort can't damage you, transport goods.

Use high aux theta to prevent escorts from being able to target you, transport goods.

Use scramble sensors on a mob, cloak/decloak if needed to break lock, transport goods.
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