Career Officer
Join Date: Jun 2012
Posts: 1,016
# 11
07-05-2012, 01:09 PM
Quote:
Originally Posted by captzabjudah View Post
Hey latinumbar, I'm looking for a good group to join and learn from any opening in the 44th? If so how do I apply, very interested here.

Capt Zab Judah

P.S my rank is Lt.4
Well, you're a ways off before you can run STFs, but you're welcome to join the 44th regardless. We welcome new and old players alike. Just go to the link in my sig, and post an app in the recruitment forum.

It may seem like a long ways to go, but you'll be level 44 before you know it.
_____________________
Come join the 44th Fleet.
startrek.44thfleet.com
Commander
Join Date: Jun 2012
Posts: 499
# 12
07-12-2012, 10:30 AM
Starfleet Veteran
Join Date: Jun 2012
Posts: 487
# 13
08-20-2012, 07:26 PM
And that's why the Omega ground set is not really popular. The autocarbine fires a very high rate of shots, the Borg adapt so quickly, cunstant need of remodulation. Therefore, the only really good sets for ground are MACO (Sniper Rifle) with a pulsewave as second weapon or the KHG (Pulsewave Assault With Grenade Shot) with a sniper as secondary weapon.
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
Lieutenant
Join Date: Jul 2012
Posts: 32
# 14
08-22-2012, 02:05 PM
Nice guides, some tips you can add if you wish.

Infected Space: Keep at least 9-10km from gateway to not get one shot by the gateway.

Khitomer Accord Space: Keep at least 9-10km from gateway to not get one shot by the gateway. Keep 5km+ from Donatra to avoid her to go stealth, will be faster to finish the mission.


Kind Regards.
Empire Veteran
Join Date: Jun 2012
Posts: 543
# 15
08-23-2012, 11:26 PM
Quote:
Originally Posted by nnite View Post
Nice guides, some tips you can add if you wish.

Infected Space: Keep at least 9-10km from gateway to not get one shot by the gateway.
first of all you can stay safe on the side of the gate at 6.5km, however the damage of energy weapons depend on the distance and if you have no time you have to stay closer... but a good build is difficult to "one shot".

Quote:

Khitomer Accord Space: Keep at least 9-10km from gateway to not get one shot by the gateway.

Kind Regards.
again... often if you do not want to fail the optional you can't waste time... you must have a good build, and you must be a good player using it and learn to face the gate too.
Lieutenant
Join Date: Jul 2012
Posts: 32
# 16
08-25-2012, 03:53 PM
Quote:
Originally Posted by eurialo View Post
first of all you can stay safe on the side of the gate at 6.5km, however the damage of energy weapons depend on the distance and if you have no time you have to stay closer... but a good build is difficult to "one shot".



again... often if you do not want to fail the optional you can't waste time... you must have a good build, and you must be a good player using it and learn to face the gate too.

Well, this guide is to noobs, and noobs dont have good build, they will get one shot.
Career Officer
Join Date: Jul 2012
Posts: 3,501
# 17
08-27-2012, 07:01 PM
Quote:
Originally Posted by eurialo View Post
first of all you can stay safe on the side of the gate at 6.5km, however the damage of energy weapons depend on the distance and if you have no time you have to stay closer... but a good build is difficult to "one shot".
Yours is a bit of a false dichotomy. Staying out of harm's way from the gate does not equal not being close to your enemies. A typical if not noobish, then somewhat awkward thing to do is to fly straight up the left cube (coming from the center), so that you are positioned somewhere between facing the left cube and the gate. Too close to the gate means you're now taking unnecessary damage from it; and if the incoming is too much (like its shield drain), you will have to reposition yourself, after all. Especially since you're already tackling an angry cube.

Quote:
again... often if you do not want to fail the optional you can't waste time... you must have a good build, and you must be a good player using it and learn to face the gate too.
Exactly, you can't waste time. Like when going over to the right cube and flying too close the gate: it will hit you, thus dropping you out of full impulse (at the very least); it will also lead to you arriving at the right cube already having taken plenty damage -- thus enhancing your chances to die. Life is Victory -- death is delay.

Hence, the advice given was good: try and stay clear from the gate if you can (except when killing it, of course).

Last edited by meimeitoo; 08-27-2012 at 07:05 PM.
Career Officer
Join Date: Jul 2012
Posts: 3,501
# 18
08-27-2012, 07:23 PM
Quote:
Originally Posted by eurialo View Post
... you must have a good build, and you must be a good player using it and learn to face the gate too.
And another thing: a 'good build' doesn't equal 'unnecessarily huge tank because you don't bother to avoid avoidable enemies.' In similar vein, a 'good player' doesn't draw aggro from foes that can, and should, be avoided. Aggro-managment is not some sort of alleged player weakness, as you seem to suggest, but rather a skill any self-professed 'good player' should master, sooner rather than later.
Survivor of Romulus
Join Date: Jun 2012
Posts: 157
# 19
10-07-2012, 05:45 PM
http://i35.tinypic.com/rgw94h.jpg

i3-2100 3.10GHz
8GB Kingston HyperX Fury Blue 1333Mhz DDR3 RAM CL9
ASUS DirectCU II GTX 660 OC 2GB GDDR5
Empire Veteran
Join Date: Jun 2012
Posts: 19
# 20
10-07-2012, 07:55 PM
Very nice guide, well done. Another small tip for Infected Space. I've noticed that no one tells STF beginners about the 10% Rule and it is a good thing to learn early on. It is the main strategy used in the Infected Space STF.

All you have to do is the following:

After you destroy the first cube and two spheres and go to one of the sides, have each person target a different Nanite Generator and shoot it until its health is at approximately 10%. Once you get it that low, stop shooting until everyone else gets their generator to around the same percent. Once all four of them are down to that level, destroy them all at the same time and then have everyone target and destroy the transformer.

When you destroy a generator, it spawns borg ships that come out of the gate. There are two types of probes and spheres that are spawned, your basic borg probe or sphere and Nanite Probes and Nanite Spheres. If one of the Nanite Probes or Nanite Spheres heals the transformer before you destroy it, you will lose the optional objective. By following this simple plan, borg ships will not spawn until all the generators are gone, giving the team enough time to concentrate and destroy the transformer before they get in range to try to heal it.

Now sometimes mistakes are made and someone gets a critical hit and blows up their generator early. There are easy ways to avoid this. When you reach 20% don't shoot torpedos anymore, just use your beams and/or cannons. This will slow done the damage making it easier to control while giving you time to allow your offensive skills (i.e. Beam Overload, Cannon Rapid Fire and such) to recharge so that when they are all brought down you'll have them ready to use on the transformer.

See it is a very simple plan and if done properly you'll get the optional objective every time. I hope this helps all you beginners out there and also anyone else who has not heard of this tactic before.

Happy Hunting!


Quark: It's good to want things.
Odo: Even things you can't have?
Quark: Especially things you can't have.

Last edited by booker9172; 10-08-2012 at 08:34 AM.
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 11:33 PM.