Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
05-23-2010, 05:31 PM
Regarding leaving the ground part and not being able to get back in -- it is really annoying. Played last night with PUG. 3 tacs, 1 eng, 1 sci. One of the tacs got stuck in the ground section before the puzzle room. He ended beaming out, but couldn't beam back in. He had to refight all the borg in space, and said forget it. This really should change. The ground part should be a separate section, like it is in Infected.

On the plus side though, we were able to complete the rest of the mission with just 4 players. Probably took a lot longer than it should've though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
05-23-2010, 07:36 PM
Quote:
Originally Posted by faithborn
whats the best pvp build for cruisers? healing.
whats the best pvp build for science? whatever they feel like.
LOL. Sorry, wrong. The best builds for cruisers are not healing. Spamming RSP and shield regens/boosts all day is just going to get your opponents to fire on someone else first. DPS and the abilities to do more DPS is always king in PvP for almost any ship aside from science.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-24-2010, 08:48 PM
I eventually got it done.

But I must say, it was a fairly badly designed instance.

Hardest part up front, the fun part in the middle and a lame boss we could take out even with one person missing?

I had to change my Boffs, buy a ship I didn't want and tons of gear just for one instance?

That's poor game design.

If you can't do an instance with whatever ships you have on hand without resorting to specific tricks, it's a bad one.

My last mmo, I didn't use standard builds and I could do epic instances easily,

And the reason we were one person down was he got stuck in space with a Borg Armada we'd already flushed when he tried to reset the client.


By the way, the person who designed this instance left the company.
I wonder if it was to avoid being fired for bad designing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-26-2010, 05:41 PM
Quote:
Originally Posted by Latinumbar
Regarding leaving the ground part and not being able to get back in -- it is really annoying. Played last night with PUG. 3 tacs, 1 eng, 1 sci. One of the tacs got stuck in the ground section before the puzzle room. He ended beaming out, but couldn't beam back in. He had to refight all the borg in space, and said forget it. This really should change. The ground part should be a separate section, like it is in Infected.

On the plus side though, we were able to complete the rest of the mission with just 4 players. Probably took a lot longer than it should've though.
It's pretty sad on the "beam out" thingy. Have another case today, warned about not beaming out no matter what, and guess what.... He beamed out just because he can't wait for team transfer and thus wasted all his work on killing borg fleet, power room and six of ten.

By waiting for 60 seconds on team transfer timer will have net him the mark of valor and then progression to part 3 of Khitomer. Instead he's locked outside Quadros Sigma and once we collect our mark of valor, he can only enter at "weaken borg fleet" stage of part 2.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-26-2010, 08:39 PM
Yea I have beat Ka a few times but all before this last patch, ever sence this last patch my group hasn't beaten it yet , it is spawning alot faster then before and I mean no disrespect but the person that said he guarded a gate by himself is full of hooy lol, I wish I had some advice for ya but sadly I dont other then just keep trying, I dont know what they did to it this last patch but they need to put it back, lol we get through terra dome easier lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
05-27-2010, 07:41 AM
Quote:
Originally Posted by CaptainMerzan
Yea I have beat Ka a few times but all before this last patch, ever sence this last patch my group hasn't beaten it yet , it is spawning alot faster then before and I mean no disrespect but the person that said he guarded a gate by himself is full of hooy lol, I wish I had some advice for ya but sadly I dont other then just keep trying, I dont know what they did to it this last patch but they need to put it back, lol we get through terra dome easier lol
QFT 10 char.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
05-28-2010, 02:46 AM
i tried the ka,1st time last night.omg,it was sucksville.
we had a full team,a good mix of ships,and we set off.we were told by the leader,what to expect,and what to do.we took out the ships in the middle,and the waves began.now,it would be better,if they came 1 wave at a time,but they came,1 wave from each gate. now,i was playing a sci ship,and did all i could.but with 3 members covering the other gate,me and an escort tried to hold the other.we killed whatever probes went near the middle gate.but the spere's reached to middle gate(having blown us up)and the game ended.
wtf?i was told(or should that be ranted at),that the probes were the only ones we had to stop going into the middle gate.i told the leader,yes we stopped probes,but the spheres entered,and we lost.
how are we supposed to stop 2 full waves of ships,with just 5 of us,against these 2 waves(maybe a total of about 12-14 things to kill),in a short space of time?
bad mission,cryptic.i hope the next thing i try,terradome,is gonna be more fun.cos i hate the borg.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
06-17-2010, 04:01 AM
After trying everything before finding the sollution, i will bring you my view on it:

- KA is/can be hard! REAL hard!
- You do not NEED tractor abilities
- You do not NEED Scramble Sensors, but it helps.
- You do not HAVE TO heal escorts, but it can help.
- You DO need 2 good (!) escorts!!!
- Escorts NEED to be 3-4 cannon, and have scatter volley.
- (DBB escorts with the new FAW may do the trick...but they have less DPS, so I advice DHCs)
- One sci ship (or an escort piloted by a sci-captain) is VERY useful for gate-braking. Sensor Scan is really helpful in weakening the gate!
- 3 GOOD Escorts makes this mission almost easy...
+ ofc focus fire, fire on front probes... and all the usual advice.

Here's why:
- The 2 Escorts are actually able to do left gate spawns AND hit gate with no support! They did on our run! Even if we did not get the Tac cube properly placed. Scatter Volley does AMAZING damage to ALL enemies at once! Both Escorts had RSP, and did the swap BO out/in if they died to reset cd. We had to wipe quite a few spawns, but with a support-ship focusing on assist; not DPS at all, it would have been quick.
- The 3 other ships can handle the other gate. Even if, like in our case, the Sci ships were set up for healing and not CC. If one of the ships at right gate is an escort, 2 ships is enough..

What people NEED to understand (appart from the basic strategies):

- Escorts do A LOT of DPS, especially with DHC and scatter volley!!!!
- Cruisers can do a fair bit of DPS, with full power to wep and EPtoW3 (but nowhere near what an escort does... not even half of it!)
- Sci ships have VERY limited DPS... Focus on assist. Keep your distance at 7-10km. Healing/CC... Spatial anomalies to break tractors, SS for same+confuse. Siphon/Tachyon/JTS and other single target abilities are of little/no use. If you decide to be a Sci-Tank, use CPB3. The combined shield damage to all within 5km does add up to a GOOD amont of damage!!

Do not give up! This mission is ALL about the escorts and DPS. Without good escorts built for maximum DPS it can't be done! but after all, high DPS is the escorts job Same high DPS build will do very well in PvP! Good luck!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
06-17-2010, 04:13 AM
Quote:
Originally Posted by static-force
i tried the ka,1st time last night.omg,it was sucksville.
we had a full team,a good mix of ships,and we set off.we were told by the leader,what to expect,and what to do.we took out the ships in the middle,and the waves began.now,it would be better,if they came 1 wave at a time,but they came,1 wave from each gate. now,i was playing a sci ship,and did all i could.but with 3 members covering the other gate,me and an escort tried to hold the other.we killed whatever probes went near the middle gate.but the spere's reached to middle gate(having blown us up)and the game ended.
wtf?i was told(or should that be ranted at),that the probes were the only ones we had to stop going into the middle gate.i told the leader,yes we stopped probes,but the spheres entered,and we lost.
how are we supposed to stop 2 full waves of ships,with just 5 of us,against these 2 waves(maybe a total of about 12-14 things to kill),in a short space of time?
bad mission,cryptic.i hope the next thing i try,terradome,is gonna be more fun.cos i hate the borg.
Beeing a Sci captain myself, i see you frustration... We really cant make any big difference DPS-wise. The Spheres will go through the gate unless you aggro them. if you do get their attention the 'usually' won't go through... Best to kill them... One Escort and a sci-ship at the gate will have a hard time. The Escort have to be set up for maximum damage, and have Scatter volley (2xscatter volley is even better!). The sci should only do DPS if there is nothing else to do at all... Heal, confuse...

A good mix of ships isn't the best solution here... the more escorts the better... (a sad fact) Where it took 2 cruisers and a sci-ship just to clear one spawn, 2 escorts did the same, AND lined up to buff up and shoot the gate... This mission can not be beaten just by surviving...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
06-21-2010, 04:34 PM
they should nerf KA
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