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Join Date: Dec 2007
Posts: 142
# 11
05-23-2010, 01:40 AM
This mission needs a balanced team: 1 eng, 1 sci, 3 tacs, maybe even just 2 sci 3 tacs but you need at least one sci.

Oh and a hint, a sci near the gate + tractor repulsors = win. (if you have 2 you can constantly push them back)
Join Date: Dec 2007
Posts: 142
# 12
05-23-2010, 02:50 AM
Our fleet can consistently do all three task forces in approximately three and a half hours combined. This is not a dedicated group of five people, its a pool of twenty to thirty that can be pulled together in almost any combination and still get it done, so I don't think its an issue of the STF being too hard. In this, communication, and team work are key. You have to listen to one another, focus targets, throw heals when necessary, and occasionally switch from one gate to the other if one side becomes overwhelmed.

The best combination for us, has seemed to be two escorts, one science, and one cruiser, with the fifth and final ship being filled by whatever you think you'll need more of. In this case, its probably going to be firepower, so we'll say an escort.

Your science vessels and cruisers have to be able to heal. If they can't, they're of no use to you in this, and you will go down every time.
Join Date: Dec 2007
Posts: 142
# 13
05-23-2010, 03:16 AM
here is a handy tip, get yourself a timer, the gate shield drop every 2:45 to 3:00 depend on at which point you start your clock.

that way you should just leave yourself 15 seconds and save the EM for the run back to gate. this way you have the maximum amount of time kill all 8 probes and 8 spheres on both side of the map.

tbh, each probe can will come down in less than 5 seconds even with a solo escort. 1 sphere less than 30 seconds with a solo escort. so 5 escort will have no problem killing 2 spheres each and joggle who go on the probe by whomever can get into range and kill them first.

about the cube, focus fire and it think you'll kill it in less than 30 seconds. ofc do you know that you just kill one and whomever got the agro of remaining cube kite it away. but at that point it'll be 4 escort vs 4 sphere and 4 probes and so you can easily spare one player.

and finally, i cant stress it enough, vent helps a lot with in this raid, it helps to have someone shouting out the remaining time till shield drop as not everyone have a stop watch. although tbh, a stop watch is standard mmo raiding equipment, and you just aint a veteran without one.

as everyone know, there is only so many kind of event trigger you can program in the game, times base, boss health based, number mob killed/remaining based.

hence i dont see the reason why you are having problem.
Join Date: Dec 2007
Posts: 142
# 14 Sorry
05-23-2010, 03:45 AM
You need to change your tactics few days back there was post like this only about Infected. Get with some people who have cleared it and lean how they do it and why. I have run with a lot people on different MMOs and people who fail as rule fail because they repeating the same mistakes over and over.
Join Date: Dec 2007
Posts: 142
# 15
05-23-2010, 04:11 AM
Geez, no wonder Cryptic's pushing all these silly nerfs etc. around with silly posts like this.

KA isn't hard, it only requires some creative thinking on both tactics and ships you bring.

Basically for the 1st space part you more or less need 4 CANNON escorts (not them beam dingdongs those don't work) and preferably a Science ship, why I'll explain in a bit.

You need to split up in 2 grps once the tactical cube is down, for improved effect, wipe the other Borg first then kite the Tactical Cube over to the left hand gate (or right one whatever you prefer here.). 3 People make up the DPS grp, make those 3 escorts and put them on a gate. Other 2 peeps go to the other gate and their SOLE purpose is to kill the probes first then the spheres. Probes head straight for the gate so those are priority target #1. Spheres stop heading towards the gate once you've aggrod them so be careful to shoot the probes first.

The 3 man team focusses on the gate at first once the shields drop, spam in all debuffs, buffs, weapon powers and tribble launchers. Once the shield goes back up the gate should be down to about 40% first nuke. The 3 man team then wipes out probes first and spheres after and if required they go and help out the 2 man team. The shields drop every 3 minutes, it's got nothing to do with killing all ships etc. every 3 mins they go down for about 15 seconds. After all baddies are dead, rince and repeat till the first gate is bye bye.

Once the 1st gate is down everyone goes to the remaining gate, and nuke everything down except for 1 cube. Best to have someone kite it away or the gate will keep spawning the cubes. Just stick to the usual tactic and you'll beam down in no time.

The Science ship comes in handy in the last space battle after the ground part with a Particle Burst or even Tractor Beams. The final boss cloaks a lot and a Sci ship with those abilities tends to lessen the time you need to kill the boss.

So you see, it isn't "hard" at all, just a case of tactics, hope this helps
Join Date: Dec 2007
Posts: 142
# 16
05-23-2010, 09:10 AM
Quote:
Originally Posted by Meynolt View Post
KA isn't hard, it only requires some creative thinking on both tactics and ships you bring.
Exactly, highlighted the critical components of your statement. That includes weapon types and builds. No thank you on respec'in myself and rebuilding my ship for every little thing in-game from PvP to STFs. You really except a PUG, let alone other team members in a fleet, etc. to respec just to do Khitomer Accord?

It's just a sleazy way for Cryptic to make more money from the C-Store from its subscribers (for those not interested in the boring grind of 20k Starfleet Merits). No thank you. It's just better not to bother for me. It was fun and challenging before the changes. Now it's just work. And Cryptic wanted STO to have "fun" first? LOL.
Join Date: Dec 2007
Posts: 142
# 17
05-23-2010, 10:42 AM
It doesn't mean respec. It means maybe you have to bring Science Bob instead of Engineer George, if you've already got Frick and Frack in the group in escorts. Or maybe you have to fly w another group this week.

Can you possibly be more negative?
Join Date: Dec 2007
Posts: 142
# 18
05-23-2010, 10:45 AM
Somehow i think most people posting here completed KA before the patch. It wasnt an issue prior to the patch. The issue is since the patch!!
Join Date: Dec 2007
Posts: 142
# 19
05-23-2010, 01:38 PM
Quote:
Originally Posted by cipher_nemo View Post
Exactly, highlighted the critical components of your statement. That includes weapon types and builds. No thank you on respec'in myself and rebuilding my ship for every little thing in-game from PvP to STFs. You really except a PUG, let alone other team members in a fleet, etc. to respec just to do Khitomer Accord?

It's just a sleazy way for Cryptic to make more money from the C-Store from its subscribers (for those not interested in the boring grind of 20k Starfleet Merits). No thank you. It's just better not to bother for me. It was fun and challenging before the changes. Now it's just work. And Cryptic wanted STO to have "fun" first? LOL.
the good pvp builds absolutely roflstomp the STF missions.

whats the best pvp build for escorts? DPS
whats the best pvp build for cruisers? healing.
whats the best pvp build for science? whatever they feel like.
Join Date: Dec 2007
Posts: 142
# 20
05-23-2010, 01:41 PM
I really don't understand. I just completed KA today and with my science officer again.

With my tac officer and in his fleet escort(my avatar picture), I can even solo guard a gate with 1 or 2 respawn(but I will kill everything from my gate and have enough time to actually shoot at gate). However there are even times when 4 other players can't even guard the other gate, then I have to tell the group ,"it's just not possible,better luck next time".

I pug mostly, so I know the situation from people playing really badly to just plain "lagging" or getting disconnected at the crucial moment (eg 2 cubes pop out, then player crashed to desktop and rarely return, all 4 probes and spheres leaked and work done for destroying one gate is wasted/mission failed).

Nowadays, when the team is borderline, e.g leak 1 sphere per wave. I will offer to swap out to my tac and help to complete by destroying 1 gate and then swap back... Luckily it's not as frustrating as failing Cure with a pug(rare now, but it still happens). It's KA part 1, and pew pew time.

Wait till you reach part 2 or part 3 where people "beamed out" and then have the annoying time of bringing them back even after we explicitly told them not to.

Well, with the new incoming accolade system, you get some stats boost. Hopefully with it, people can do better. E.g plasma resist +2%, weapon damage+2% etc.
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