Lt. Commander
Join Date: Dec 2007
Posts: 120
I have read several posts on strategies for these missions but none of them were what i called easy to find. None clearly stated the key words in the title so you can find them on a search and all though the had one or two good tips they varied wildly on how to do it. I was lucky after a week to find a good solid group of players to complete the Cure. We worked out a method that will almost guarantee you a good run through each mission in under 3hrs each with minimal respawns and resets on areas.

Preparation:
Every player should have a tribble for healing and a bat'leth (fed or klingon).
You can purchase the bat'leth from the klingon outfitter on DS9 (its a big square booth with 2 vendors and an orion slave girl dancer in background). I found a Mk X on exchange for 7000 energy credits. The bat'leth does more dps than any energy weapon and it does direct damage to the enemy, ignoring shields. The main purpose though is for knocking borg down and not so much the damage it does.
Lastly sniper rifles only (split beam weapons are too likely to agro (short for agrovate??) borg from other groups and shortly surround you with enenmies).

Team:
2 engineer 2 tactical and 1 science/medical
You engineers should have turrets and/or mines in their kits and emergency power to shields skill
Tactical should have security team ability so you can artificially inflate your team size.

Ship skills:
Must have ship skills are sensor jam, fire at will, torpedo spread

INFECTED
Stop the Flow:
When you get past the patrols and to the gate. Do everything you can to STICK TO THE GATE. When the last probe of each group goes down the shield around the gate will drop only long enough to spawn the next group, if you are to far away from the gate you wont be able fire at it before the shield comes back online. Second, DONT SHOOT THE TRANSMITTERS, these are the 3 smaller components in a triangle formation around the gate. If you ignore the transmitters you can almost guarantee a purple item drop.

Fact or Fiction:
DON'T RUSH AND NO TURRETS
This is were patience is key. Each room has 2 groups of borg and each has a node. If you rush the rooms or use random fire weapons like turrets or split beams you will pull in both groups before your team has a chance to take out the node and you will have to re-spawn and wait for room to reset. Use crouch to approach each area slowly until you are within range of the node.
NOTE: there is a roving patrol between each of the rooms that does not have a node required to take down.
NOTE: check your mini-map to get an idea of where the nodes are they have a nasty habit of hiding behind bends and walls by doors.
NODE THEN DRONES/INFECTED/PROTO THEN TACTICAL = SUCCESS nuff said

Deeper into the mystery:
JUMPING: All i can say is remember to hold down the jump button and take your time. Only one player should jump at a time with other laying cover fire. This keeps players from unintentionally knocked each other into the plasma.
Work your way around the room from the platform to the far right side as you enter and work clockwise.
NOTE: Take advantage of the bridges to keep jumps manageable except for that nasty last platform.
You will wind up on the platform to the right side of the bridge where the boss appears. This keeps the jumping to a minimum as you can use the bridges to get between most platforms. Your bat'leths come in very handy for knocking borg into the plasma. When the boss appears hide in the secret spot just behind the column (this spot exists on both sides of the bridge). I usually hide the science in here so they can heal if hit (and the boss is the only one that can target you in that spot).

CURE
The first space mission is pretty easy so ill skip to the ground mission.
When you get to the generators use this deployment and you will have the least problems and should only have to reset a couple times.
Both Tactical at generator 1 (usually behind a rock in site of the turret)
One engineer at generator 2
Other engineer at generator 3
Medical can help at 3 on second group of 3 generators and cover 4 on the two groups of 4.
Note: you can switch a tactical with one of the engineers but keep to the core layout 2eng and 2 tac 1me

The group can all help with one but make sure everyone goes to there assigned generators before setting gen 2.

When you activate one wait for the first group of borg to beam in. The 2 players at one should focus on the 2 workers while the others take out the node. Once the node is down mop up the remainders taking out the lesser borg first and the Tactical borg last. Then split off to your assigned generators.
You can layout turrets or mines around your assigned generators before activating 2.
Note: Turrets can help taking down borg but Mines are also usefull in knocking down borg before they can get to the generators.
Note: Your sci/med for #4 should hide behind the tree (actually a massive center of the earth mushroom) right next to 4 and dont come out until you see the beam hit the generator. If you come out to early you may agro borg from 2 or 3 before you can set the generator. You also may wind up with a tac borg from 3 anyways so it may take a couple tries to get it right.

Set 2 and the other as rapidly as you can. Make sure you equip your bat'leth and only focus on knocking down workers and any other borg that get to close. Try keeping your generator between you and any tac borg. Mines come in handy helping to knock borg down. KEEP TO YOUR GENERATOR no matter what is happening at other generators stick to your spot until all generators are set and the wall comes down. Engineers should use mines and turrets liberally and tactical keep your security squads handy. If you have to re-spawn wait for all players to die and re-spawn and give time for area to reset.
NOTE: I get mixed reports but usually as long as you get the shield wall down you can respawn and allow area to reset and you wont find the borg there anymore and can move on to next set, but if they are just use the formula to clear each group instead of being swarmed by all 3.

Then next area has 3 or 4 groups of borg (each with a node). Take them one at a time from one side to the next (no turrets or splits or you will agro more than one group). Follow the formula and you should be fine (NODE DRONES THEN TAC).

Once this are is done move on through the remaing patrols (no nodes on the roaming patrols) until you see the final boss. At this point everyone should stay to the sides of the hills while one tac or eng draws in the boss alone away from the other borg and in range of the waiting team. Once he is in place your bait should withdraw and switch with the sci/med who should have his healing skills and hypos handy. Have him pound in at the boss with his bat'leth while everyone else circles around with sniper shots. Make sure players stay between 25 and 30 meters away as he has a massive area effect attack that can wipe out a team in no time if you stay too close. At a point he will raise rotating shields That your team will have to punch through or find a clear shot at the boss. And he will also through out green force shileld bubbles to block and damage your team. Just keep circling and shooting and he will come down. The mop up the remaining borg and move on to the last space battle.

For the last battle be sure you have at least a couple players with each of the recommended ship skills. Take out the borg structures and after the fourth one and small fleet of assimalated vessels with attack then you will move on to the klingon/borg supercruiser. You have 30 min to take this guy out. Just keep hitting him with scramblers and using spreads and fire at will to deal with support fighters. Be sure to take out any repair drones that appear. Keep the repair drones down and focus fire on the birds of prey every now and then to keep them out of your hair. Once one of his shields is open, pound him with torpedoes before it goes back up and you should be able to drop his hull by 10 or 15 points each time. Keep it up and you should finnish him off with plenty of time.

POST RUN PURCHASE RECOMMENDATIONS:
After a few runs through both missions you can start buying antiproton weapons from the valor exchange located at the task force. I recommend the borg bat'leth and a sniper rifle before you consider anything else. They only cost 35 points a piece while most other equipment runs 70 and they will help loads with the ground portion of the missions which comprise the meat and potatoes of the headaches for these missions.

WHERE TO FIND THE VALOR EXCHANGE
Just go to the borg task force just outside the transwarp gate.
when you warp in head to the flagship the USS Victory. When you are in range it will pop in an offer to requisition equipment. Choose this option and it will ask what type of equipment you want to purchase.
Note: when the missions were first released the cheapest equipment started at 7 points which meant you had to do 2 missions to start buying anything. They have reduced it to 5 which means you can start buying right off the bat. (and never mind the irony of having to do the missions to buy the only equipment in the game designed to help you do the missions in the first place)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2 Excellent strategy tips
04-12-2010, 01:11 AM
I appreciate posters such as the OP for taking the time to convey clearly and specifically such helpful and informative strategy tips.

Nothing to add to such a superb discussion exept that a full team of five players is strongly recommended, if not required, for both Infected and The Cure, especially the ground portions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-12-2010, 08:35 AM
Quote:
Originally Posted by KRAKEN73501 View Post
When the boss appears hide in the secret spot just behind the column (this spot exists on both sides of the bridge). I usually hide the science in here so they can heal if hit (and the boss is the only one that can target you in that spot).

What is this secret spot you refer to? I've had complete wipes at least 8 times without the successfull kill of the boss.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-12-2010, 09:15 AM
took my first shot at infected last night, epic fail. Will have to give it another go tonight. This should help.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-12-2010, 12:19 PM
High-Density-Beam-Rifle and Repulsor-Shield works good in throwing the Drones into the plasma too.
Quote:
Work your way around the room from the top left platform as seen from mini-map and work clokwise.
Starting on the right going counterclockwise works better imo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-13-2010, 07:55 AM
Quote:
Originally Posted by KRAKEN73501 View Post
Fact or Fiction:
DON'T RUSH AND NO TURRETS
This is were patience is key. Each room has 2 groups of borg and each has a node. If you rush the rooms or use random fire weapons like turrets or split beams you will pull in both groups before your team has a chance to take out the node and you will have to re-spawn and wait for room to reset. Use crouch to approach each area slowly until you are within range of the node.
NODE THEN DRONES/INFECTED/PROTO THEN TACTICAL = SUCCESS nuff said
There are not only groups of borgs linked with nodes. Borg Patrol Groups are not linked with a node.

Quote:
Originally Posted by oberlerchner123 View Post
High-Density-Beam-Rifle and Repulsor-Shield works good in throwing the Drones into the plasma too.

Starting on the right going counterclockwise works better imo.
Indeed. If you enter the room, kill the 3 borgs in the middle first.
Then jump to the far right corner. That is the corner north east if you enter the room.
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 12:21 AM.