Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-07-2011, 05:11 AM
I'm not talking about a speed run per se. Just a better flowing experience.
We had a fleet run the day with one pug on the team.
He nearly bailed and kept rushing foward because he couldn't see the progress we made. From his POV we started again and again with no success.
Although once I got through to him and got him to trust that I knew what I was doing we took down the gate and he was the most proud of all of us of that accomplishement.
I would estimate it takes about 15 minutes to establish the setup for final takedown per gate a little more if you have to explain it to the team first and assign roles/positions
So if there is a way to do it in 5 minutes that's nearly equally easy and reliable we would save roughly half an hour. Would reduce the time the whole mission takes to 60-90 minutes (on parr with Infected) and my team/fleet mates would perceive it as less of a chore and actually start enjoying it.
Some of them already do, because we have them on the same page now from the get-go.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-07-2011, 06:24 AM
Our tactic to get down the gates is the following:

We activate the first transformer, killt the workers, the node and the Elite Drone. We ignore the rest or kill them while killing the Elite. When the Elite Drone is almost down, one of us runs to activate the second, third and fourth transformer. One of us stays with the first, one with the second, one with the third transformer. The one who activated them stays with the fourth. The fifth team member is support for the others, if anyone needs help or dies. After the shield is down, we run through and clear the area from there.

This way you can get the shield down really fast, but the whole team has to be very disciplined. If one fails to defend his transformer, you have to start over. But most of the time we manage it with the first try, maximum a second one.

And we always do the mission from start to end, without any trickery.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-07-2011, 07:25 AM
49ish for me
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-07-2011, 07:39 AM
Quote:
Originally Posted by Tiuz
Our tactic to get down the gates is the following:

We activate the first transformer, killt the workers, the node and the Elite Drone. We ignore the rest or kill them while killing the Elite. When the Elite Drone is almost down, one of us runs to activate the second, third and fourth transformer. One of us stays with the first, one with the second, one with the third transformer. The one who activated them stays with the fourth. The fifth team member is support for the others, if anyone needs help or dies. After the shield is down, we run through and clear the area from there.

This way you can get the shield down really fast, but the whole team has to be very disciplined. If one fails to defend his transformer, you have to start over. But most of the time we manage it with the first try, maximum a second one.

And we always do the mission from start to end, without any trickery.
Wow...that is one of the longest ways for us...We do the non-aggro method. It works very well for us and our average time is about an hour. With new people it takes longer but yeah...

We do know that posting exploits can get you canned right?......better go back and fix that post man..... (this statement is directed to the 1st post of the thread and not to the quoted person above me).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
04-07-2011, 08:02 AM
That isnt an exploit. imo but i suppose. Infact that is what happens normally when people continue from say deeper in infected.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16 Steamroller Tactic:
04-07-2011, 04:56 PM
The Steamroller Tactic:

There are many difference ways to run this depending on Team makeup and skill. This is the way I do it. It is best to have at least 2 Tactical Captains. The more the merrier.

For Gates 3 and 4:

Runner:

The Runner should be the one with the least DPS or the weaker player. Usually a Science or an Engineer. Runner can not draw aggro if they do you fail, so running in a straight line from transformer #2 to #3 and from #3 to #4 is not is a good ideal. Curve your run. Running around trees is a good way to avoid aggro. Also when the runner is at #4 he must be on the opposite side of the transformer closest to the gate and a little way off the transformer so he does not draw aggro from the Borg beaming in to attack #3.

The runner can start on Transformer #1 or #2 having one of the Tactical start #1. The runner should not activate #2 until there’s only 1 Elite left. Usually the team leader will tell the runner when to activate #2. Timing is important so that the Security Escorts will not have enough down time to disappear.

Once #2 is activated the runner is to immediately run to the next Transformer. Now this is where the Team Leader must decide if the Runner goes directly to Transformer #3 or #4. See if the runner runs directly to #3 he must not run in a straight line or he will draw aggro, the same going for #3 to #4. But if he goes directly from #2 to #4 he will not draw aggro. But that means that the player assign to protect #3 will need to activate it.

Once transformer #3 and #4 can be activated do it. The Runner is to protect Transformer #4. Workers are the priority!!! Do not worry about the other drone or nodes.

If the runner is an Engineer let your drones and Phaser Turret deal with drones. If a Science Gravimetric Shift can hold the drone while you deal with the Worker. Tactical use your Security Escorts on the drone.

The goal here is not to kill the Workers but to keep them off the Transformer long enough for the gate to come down, so a melee weapon is best here plus if you use energy weapon you may aggro a Borg. The Runner must avoid aggro!!!

Also, the runner must watch for the gate to come down and tell the team which will break off combat and run toward the gate. The team does not need to kill all the Borg but could if they wish. But you do need to kill all the patrols and the guards around the Klingons.

Tactical:

First make sure you have turn off “Assist my Target on Attack”. Options > Control. This way you don’t accidently give away your Tactical Initiative to someone else. Also have your Grenade Satchel kit on. Setup the grenade order Stun, Plasma, and Photon.

What is going on here is when the workers are on the transformer the Stun grenade interrupts the workers; the Plasma burns them and created a plasma firewall around the transformer then the Photons knocks them out of the fire away from the transformer so they can’t reach it allowing you to kill them with ease.

The Smoke grenade is not need for the transformers but it can blind the Borg so they can’t see you. So using it on your team just before the Borg beam in is a good idea.

Security Escorts (Redshirt Army):


Make sure you have enough ground skills points into Security Escorts to unlock Security Escorts III. They are stronger then II and can do leg sweeps and use Rifles instead of hand phasers.

You can have a up to 6 Security Escorts per Tactical Captain so you want to take turns using your Tactical Initiative creating a Red Shirt Army of up to 24 Security Escorts with 4 Tactical Captains huddle up close together. So assign an order when each Captain will use their Tactical Initiative.

If there are 5 Tactical Captains well someone needs to be the runner so keep your Security Escorts to help you guard Transformer #4.

Since you can only have 6 Security Escorts each do not use more then 2 Tactical Initiative. Any additional Tactical Captains are not to use their Tactical Initiative to deploy more Security Escorts since it will only replace the ones already on the field.

With 2 Tactical Initiative
Security Escorts > Tactical Initiative > Security Escorts > Tactical Initiative > Security Escorts = 6 Security Escorts per Tactical Captain.

Steamroller:

Assign which player is to protect which Transformer. 1 Tactical should cover #1 and the other should cover #2 if you have a third Tactical have him float between #2 and #3. If you only have 2 Tactical then double up the non tactical captains on #3.

Note: A really strong Engineer with Fabrication Specialist Mk X and points into turret and drones can hold Transformer #1. Must have a purple Bath’leth and MK X gear. The key is to place the Turrets a few meters behind the transformer so they will attack the workers first, while he uses the Bath’leth to knock them away. Hold your drones in reserve for when you really need it. This will allow you to free up a Tactical to cover Transformer #3.

Now all players except the runner are to huddle close to together so you can share your Tactical Initiative. Make should your team is between Transformer #1and #2 but closer to #1 and in an angle so the Borg can't block you view of #1. Make sure you are not standing where the Borg beam in.

If you have Engineers as you start activating #1 have them starts deploying their turrets and generator around the field but away from your team so they can draw aggro away from you. Make sure they rejoin huddle before the Borg beam in.

Activate Transformer #1 and when the Borg beams in start deploying your Security Escorts (Redshirt Army):

While this is going on Engineers make sure you are deploying your Drones. You can only have 1 of each drone you so when the Tactical Initiative refresh your drones do not deploy them again save them for when you are protecting your assign Transformer.

Kill order for Transformer #1: Workers, node, medical, drone, then Elite. You need to take out the workers and the node at the same time.

Tactical by the time you have deployed your Redshirt Army the workers should be on Transformer #1. Throw your grenades at the worker on #1. First Stun, then Plasma and last Photon but wait a second or two before throwing the Photon to make sure the workers are on fire.

Wait till you are down to only the 1 Elite then activate Transformer #2. When the runner has finish activating #2 everyone is to move to their assign Transformesr.

Kill order for Transformer #2, 3, and 4. Workers, Workers, and Worker.

This is very important. Do Not attack the other nodes!!!! If you fire on a node you will draw aggro to yourself. The only node that you are to destroy is the first one. Let your pets fight the Borg and destroy the other nodes. You are to focus on the workers.

Only fire on something if you know you can take it down fast and safely.

Tactical let the workers get on the Transformers before you throw your grenades.

Transformers #2 and #3 position yourself on a hill side and throw your grenades on the workers at the transformer and fire on them.

If you have a third Tactical let him grenade the workers on #3, while the non Tactical help kill the workers on #3. If you don’t have a third Tactical then the 2 non Tactical Captains will need to get down and dirty and use their melee weapons on the Workers.

The Tactical guarding #1 make sure you don’t lose your Security Escorts. Fire on a Borg at #2 to make you Security Escorts engages them. If that Elite is still alive let the pets deal with him. Throw a Smoke grenade at him. If his health is really low you can melee him. But make sure you keep an eye on #1.

Make sure you are talking to each other and help each other.

Once the gate is down run towards the gate. You can either finish of the Borg or keep on moving.

Gate #2:


Since there are only 3 transformers and are really close together uses what I called a mini steamroller. Do everything like you would for first Transformer on the 4 Transformer gates. The runner starts at #2 but does not activate it until there is only 1 Elite left. Then runs to #3 but make sure the runner uses the trees to the right so he does not draw aggro. Make sure you assign a Tactical to #1 and #2.

Boss:

Since the boss has been nerf we steamroller him too.

Assign 2 Tactical with Squad Leader kit and bath’leth to tank the boss.

For the first node group have the node team destroy the node and pull the Borg back away for the Boss. Huddle up and use smoke grenade and start your Redshirt army. If you have a science officer have him use Gravimetric Shift to pin the Borg.

Now once you kill that group of Borg the 2 Tactical are to immediately attack the Boss with their Bath’leth (make sure you do not lose your Security Escorts) while everyone else attack from range. Do not throw Plasma grenades on the Boss. He should go down so fast that he won’t have time to fire his special weapon.

That is the Steamroller.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-07-2011, 04:57 PM
Gear:

Having good gear and the right kits will make your STF runs a lot easier.

All Gear and Kits should be Rare Mk IX or better. Prefer Purple MK X.

I prefer these two shields because of the Knockback effect. When you have 3 or 4 Brog on you this is a life saver.

[Personal Shield Mk X [Cap] [Reg] [PBKB]] - Marks of Exploration
[Personal Shield Mk XI [Pla] [Reg] [PBKB]] +20% Plasma resistance. Emblems or Exchange.

Armor: The Polyalloy Weave Armor is preferred for The Cure and KA because the Tactical and Elite Tactical Drones like to physically hit you so this gives you the best all around protection.

Some people like Energy Dampening Armor because of the high Energy Damage resistance but it has no Physical Damage resistance so a Elite can kill you with 1 hit.

Here’s what I use:
[Polyalloy Weave Armor Mk XI [HP] [RegHP] [RegSH]] - Crafted

Kits:

Tactical Kit:
Grenade Satchel Mk X – Must have for protecting the transformers!!!
Fire Team Mk X - DPS
Squad Leader Mk X – For tanking the Boss.
Close Combat Specialist Mk X

Engineering Kit:

Fabrication Specialist Mk X Must have!!! Great for DPS and harasser because of toys you can drop it draws a lot of aggro from the team keeping you alive. Make sure you spread out the turrets and generator so they are not an easy kill.

Support Technician Mk X – If you need to tank the boss.

The Bunker is almost useless in The Cure since the Dome and Cover Shield only last a few seconds. Use the Fabrication Specialist instead.

Science Kit:
Geophysicist Kit Mk X – Must have for the Gravimetric Shift which hold and damage Borg. Plus it has a lot of exposes. Pin a Borg patrol down and Tactical throw plasma grenades. They die fast.

Healer Kit like Medic or Physician

Melee Weapons: I prefer the Bat’lert because the Knockback but any melee weapon will do. The Elite Tactical Drones are easier to kill with melee weapons.

Here’s what I use:
[Klingon Bat'leth Mk X [CritD] [CrtH] [Borg]] - 35 Marks of Valor
[Klingon Bat'leth [CritD] [CrtH] [Dmg]] MK XI – Klingon Crafter or Exchange.

Energy Weapons:
Sniper weapon is preferred because it’s interrupt which will stop workers and can be use at 28.5 meters.
Borg hates plasma and antiproton.

Also have at least 20 Large Hypos and Shield Charge Cells. Hypos break holds.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
04-07-2011, 08:06 PM
Marked for reading.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
04-07-2011, 09:11 PM
Id hit gate two straight aggro. Then either non aggro 3 or hybrid approach. Gate 4 can be done with no aggro but may go hybrid if you accidentally shoot something you shouldn't.

When I say hybrid, some gates maintain aggro and some gates you go non aggro.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
04-23-2011, 02:08 AM
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