Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Before you start Infected.
01-04-2011, 12:19 PM
***GROUND***

Some things I believe should be said.

1. If you are not on voice comms, Please. PLEASE keep an eye on your chat window. People talk, ask questions, give orders, a whole multitude of things happen in there. You input is also welcome. If you dont know, do not hesitate to ask, or say " I dont know". Hopefully someone in your group knows, and they "should" be more than willing to take 30 seconds to give you a heads up.

2. Hypo's. You should have them for ALL stf's. If you dont have a medic, I may be bold for saying so but go get more. They break the roots of the borg, thus allowing you keep moving.
Large is preferred.

Kits.

1. It is my personal belief that you should have all kits for your class. A bit exorbitant yes, but it is much better than going in with the one kit that is not needed and you do nothing to help your team.

-- Science Officer
**I know some people hate healing other people, and thats understandable but at the very least be able to heal yourself.

* I find far to many science officers unwilling to heal. I personally do not mind such but I personally HATE being on the jumping team and observing a science officer in the centre trying to hold aggro and live and failing. Thus forcing me to have to pay attention to the healing of the entire group. I can understand if I was the only science officer but not when there are two. As for a tactical officer who is in the middle and doing his job I dont mind healing him or even a engineer.

1. Medic Kit. My preferred Kit. I can heal the team and heal myself on top of hypo use for emergencies. *Be warned the BORG will see you healing and hunt your tail down.

Quote:
Originally Posted by Latinumbar
Sometimes, it's better to let someone who is assimlated die, and then res them.

When you are assimilated, heals have a reduced effect. Even large hypos don't heal very well. Properly specced with the right skills, med Tricorder 3 can heal close to 460 HP. When assimilated, it does barely 200. You could throw everything on that person, and he could still die. In the meantime, your other team members might be needing heals. In this situation, just let the assimilated person die. Res them, and then heal them. The debuff goes away when you die. It's quicker sometimes to allow death to remove the debuff.



1.1 Preffered position rear of team. Only time u need to be in middle is to drop initial sensor scan on node or whatever then fall back.

2.Physician Kit. Useful in prebuffing the node killer. toss everything on that kit on the node killer. he should stay alive. Then switch back to medic kit.

3.Analyst kit. One of the most useless kits for here. This is the land of aoe. With tacs popping full auto's+thier debuffs chances are that statis field is useless. Anesthetizer*or whatever* gas same thing.
Avoid kit like the plague. *yea u have triage for emergencies but it still does not make up for the fact that the other skills in this kit are pretty much pointless*

4.Geophysicist Kit. Quite useful. Why? Gravimetric shift. It is essentially the same thing that the medical drones use on your group. Use it on them and let your group pew pew from far away. Also you can damage hp right away. Its not huge but it adds up.
Not going to bother talking about the rest of kits here.

Tactical Officer

1. A nicely specced tac officer can make short work of most everything in Infected. Alas it is needed.
2. You should be make sure you have a nice supply of hypo's. Why? You dont have access to heals as much as the other two classes. So cover your own tail.

Kit.
1. Squad Leader- A truly wonderful kit.AOE effects +25% All Damage resistance
When receiving All Damage, applies Expose Chance to Damage owner which affects up to four people arround you. AND rally cry= Team Heal and Damage Buff. Damage resistance, Damage strength, crit chance, and crit severity all increased. HealOverTime. The team player at its best.

2.FireTeam-- My my my. What a wonderful kit. It includes Plasma Grenade,Focus Fire,Suppressing Fire, AND Ambush.

Incase you didnt know. Focus fire = lowers the damage resistance of the target with each attack from you or your allies. Suppressing Fire = enhances your firearms, slowing and debuffing the damage of any targets you shoot. Ambush = grants you a large damage buff for your next attack. The buff is removed if you receive damage prior to making your attack, so it is best used while in stealth mode or not under attack. Rank 3 is +100%.

With that kit in tow you should be slapping the silly borg arround.
- Preferred weapons are full auto attack and bot sprays- To put the effects on as many enemies as possible.

3. Close Combat Kit-- A must for the fun part in deeper. Well not a must but it sure makes thing easier for you. Also useful in Queen room for knocking borg off if you do not have appropriate weapon.



Preferred Weapons.

For the most part up until the Queen room weapon choices are extremely varied. The tactical officers can roll full auto to spread their juices all over the borg, or they can snipe. It is all personal choice. Unfortunately some weapons are plainly just more useful.

Knock Back. At first you will think hey! thats effin great knock em back so they cant surround me. Very true. Unforunately there are 2 types of KB.

There is the blatant KB effect on Pulse rifles, Sniper Rifles, Arcwave, and Blast. Each of these only have a chance to knock back a certain distance. Also they possibly apply a resistance to KB after initail use. So chaining of the secondary attacks here is useless if you wish to knock back as much as possible.

Then there is the KB called """"REPEL"""" used in High Density Beam Rifles. Quite the lovely effect. It fires a nice clean beam that pushes everything in its path in the direction you are shooting. There is *no* resistance applied, so dual HDB's are viable.

Now I will state the damage from hdb's is not a sniper rifles damage, but its effect is worthwhile.

Take the queens room. Unless you are a tactical officer with close combat kit, or a engineer with forcefield dome(even then its such a waste of a forcefield dome), you can secondary attack and hope you get the kb, then melee to knock the borg into the plasma. but you will soon realise that an resistance was applied and you have to wait give or take 5-8 seconds. to kb again.

With the HDB's 1 shot then melee and the borg should be in the plasma. If you line it up correctly you can knock two in for the price of one. Carry 2 HDB's to clear the platforms near instantly.

---

I will not be commenting much on Engineers. Why? I am terribly sorry but I do not have an engineer captain. I have seen engineers be the saviour of a group and tank the queen solo AND kill her faster than a solo medic can. Though Ive only seen one engineer do this.

---


Jumping.

The mire of many a officer. The playground of the dancing fairies *http://www.youtube.com/watch?v=qBDOD...eature=related I suppose its bad I see the different stages of the queens room in that video,

The number one rule for jumping?

Take your time. Let the people yell at you to hurry up. Kindly remind them you wouldnt be moving if you were drowning in the kool-aid. Many a sample were had because of impatience. Trust me It tastes horrible.

Over many play through Ive experienced many different paths for the jumpers. This is my preferred path. Why? Because it ends next to the alcoves and its an easy hop hop hop.

http://bildr.no/view/794746
*Yes I am accepting Job offers Cryptic. I believe my artistic talent can do wonders

From the roman numerals I - IV quite simple

Some additional tips. I run this game with everything on maximum except in the queens room.

I uncheck Show advanced settings and put the setting above it to speed. THEN
check advanced setting and scroll down to

World detail distance
Terrain detail distance
Character detail distance

And max those out. Since there is no draw distance option Im assuming its one or a combination of the three.Again you may ask Why? I jump. I prefer not to have the slightest chance of a hiccup when jumping.

Gear
http://bildr.no/view/794713

If i recall correctly i crafted that medic kit.

If you need gear crafted and cant because of level for any of this stuff of the kit. Just toss me a whisper and we will meet up ingame or you can mail ingredients to me ( take screenshot of the mail *prefer a video*)
and let me know what you want crafted and i will do the same. ( Including the video) * i like keeping my name clean. and you should always watch your back *

Etiquette

Seeing as this is a frustratingly hard mission for some, tempers may flare. One must practice patience when leading a group.
http://bildr.no/view/794990

Capitals should not be abused. BUT one must also be vigilant. Even if in a group with an arrogant or unpleasant person, on should strive to help the team as much as possible. UNTIL wrong or bad information is given. At that time one should strive to calmly correct the individual and attempt to do it correctly/efficiently.

I must confess in that group I behaved quite the opposite of what I said. A person may be correct but if you respond with grumpiness you are no better. After some apologies all was good.


ok im tired of typing and my attention span is shot for now. Any additional input would be welcome!
oh and i cant stress this part enough.

Communicate! Communicate! Communicate! The only stupid question is the one not asked.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-04-2011, 12:20 PM
Hit me up ingame if you need that 1 extra person and you cant find anyone.

@bigduckie

Just incase my attention span recharges anytime soon...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-04-2011, 12:26 PM
sniper rifles, full autos, and bat'leths.

force field domes for engineers

DON'T use any drones or security personnel before you get to the captain boss.

Don't draw any mobs with full auto sprays, split beams, or any weapon that has the potential to aggro more than one enemy at a time. That's quite a large list, so be careful
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-04-2011, 01:40 PM
Bunker Fabrication Mk X is HIGHLY reccomended for All the STF's for Engineers. It has saved me so much. Force Field Dome teamed up with Phaser Fabrication, Maybe even toss a Support drone to a teammate when going against large groups.

If there are 2 engineers in a group. I suggest the Other use Fabrication Specialist Mk X or Equipment Technition. Weapons Malfunction is so awesome. Also a Tac on a team using a Polaron Weapon like Full Auto, Dual Pistols and Split Beam is good too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-04-2011, 02:03 PM
Quote:
Originally Posted by DecadeComplete
Bunker Fabrication Mk X is HIGHLY reccomended for All the STF's for Engineers.
EXCEPT the Cure. Force domes do not work in this mission. Well, they do, but they only last 5 sec. I find it ironic that while YOU can't put up force domes and cover shields, the ground boss CAN.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-04-2011, 11:39 PM
Quote:
Originally Posted by SP3CTREnyc
sniper rifles, full autos, and bat'leths.
Definitely Bat'leths. Physical damage still hurts tacticals in their immune mode. The knockback move is great for pushing borg into the drink. It is also AoE, so can knock down multiple workers.

Also, to add to this list, the CRM 200. Chance to hold and snares on its basic attack that also happens to be an expose. Yes, you tried it once before and you hated it. That's because you tried to use the special attack. So stop that, it isn't one of those other weapons where you use the special whenever you can. And while the special is much more limited due to its situational nature, it is made up for by having the best basic attack of any ranged weapon.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-04-2011, 11:43 PM
Quote:
Originally Posted by Axterix
Definitely Bat'leths. Physical damage still hurts tacticals in their immune mode. The knockback move is great for pushing borg into the drink. It is also AoE, so can knock down multiple workers.

Also, to add to this list, the CRM 200. Chance to hold and snares on its basic attack that also happens to be an expose. Yes, you tried it once before and you hated it. That's because you tried to use the special attack. So stop that, it isn't one of those other weapons where you use the special whenever you can. And while the special is much more limited due to its situational nature, it is made up for by having the best basic attack of any ranged weapon.
workers? See title. Infected not cure.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-04-2011, 11:45 PM
Quote:
Originally Posted by bigduckie
workers? See title. Infected not cure.
Yup, where it is great for knocking guys into the drink and chopping up tacticals. And then, once you successfully completed Infected due to using superior Klingon weapons, then you can use it on the Cure
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-04-2011, 11:55 PM
Quote:
Originally Posted by Axterix
Yup, where it is great for knocking guys into the drink and chopping up tacticals. And then, once you successfully completed Infected due to using superior Klingon weapons, then you can use it on the Cure
HDB's better for knocking into plasma. I find batters waste time actually trying to kill. 2 beams or 1 beam 1 rifle butt.

as for the tacticals yes bats work well. though if a team properly targets everything else you can most likely sniper it down near instantly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-05-2011, 12:14 AM
Quote:
Originally Posted by bigduckie
HDB's better for knocking into plasma. I find batters waste time actually trying to kill. 2 beams or 1 beam 1 rifle butt.
Main prob is knockback resists. A lot of the time one knockback isn't enough, it takes two. Or some fool uses a rifle butt attack. But still faster than killing the mob and not exactly like the final room is that tight on time. The middle one admittedly you will have to kill, bat'leth doesn't push near far enough. But again, time isn't (or shouldn't be) an issue.

Quote:
as for the tacticals yes bats work well. though if a team properly targets everything else you can most likely sniper it down near instantly.
I like it on my sci, actually. Borg have poor physical resists so the damage is decent. I leave exploiting to the tactical captains and the CRM covers single target exposing quite nicely. By the time it is time to play with the tactical borg, not much healing to be done. And the knockback attack is also useful for knocking groups of borg without getting aggro from them, so can be used to protect your team a bit. No cooldown on the attack, although, obviously, the mobs do get resistance, but you can knock down different borg in rapid succession. It can also root and stun. And great for generating exposes.

Anyway, suffice it to say the Bat'leth is useful, fun and effective, once you learn how and when to properly use it. Just one of those more than one way to skin a sehlat/caitian situations.

I'm also assuming this thread is advice for newbies who will most likely wind up in pugs. In which case...properly targets everything is unlikely to be a factor For PUGs, they are usually better off just ignoring the tacticals until they've killed off most everything else first.
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