Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-13-2011, 04:13 PM
Quote:
Originally Posted by White Knight
I believe your are right. I been asking around the other STF Fleets and it seems to be 3 minutes including 15 seconds in shields are down.
I know this is correct (unless it has changed in the last 2 updates). The timer that I use is excellent. It "beeps" when it hits zero, and automatically restarts the countdown. The only "hiccup" in the timing, is that the gates sometimes "pause" their timer by a few seconds when the first gate is destroyed, so usually, you get a few extra seconds that you have to wait once you are down to just 1 gate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-13-2011, 04:22 PM
FAW has been change and there is a big roar over it in the PvP community. Escorts hate it while cruisers love it. The trend right now is Tactical in a Excelsior with DEM3 and FAW3. You need points into DEM.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-14-2011, 05:39 PM
That might explain a bit of the discrepancy. I don't care for the Excelsior or any TOS era ship, so I won't fly those, which limits me to using FAW II at max. I can, however, confirm that FAW I is a little better than not using it (134 k damage with FAW, 122 k damage without FAW, all else being equal), which did surprise me a little, seeing as how it seems that without FAW, I'm firing phasers more often than with FAW.

The true test, I guess, would be to pit it against BO I and see which one comes out on top for damage output.

Anyway, thanks again, everyone, for all the suggestions and help. I think I have a much better idea of what to do when I next get an opportunity to try KA. Hopefully the next time around, I'll last longer than 10 minutes when the gates start spawning.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-15-2011, 04:52 PM
Escort with repulsors are pretty effective in a pinch, if some of the probes are getting through.. Just go between the timegate and the Borg and fire it off.. A pair of well equipped ships (we use 2 escorts) are quite enough to keep one gate locked down, and you can also do a good deal of damage to the gate itself, while the 3-man team are dropping the second..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
04-18-2011, 12:30 PM
Okay, guys, so what if, when using a team of one escort and one cruiser on the right gate and a team of one escort, one cruiser and a sci ship on the left gate, you find that you can't kill the spheres fast enough?

After four or five runs, that team (with GW and EWP) managed to destroy the left gate and we got the right gate down to about 40% when the last ship got through. At the beginning, we stuck to strategy and things were going like clockwork. The two of us at the right gate did our job and stopped any ship from getting in, and the left gate team did their job and killed their gate after four or five spawns. Everything changed when that left gate went down, though. It got so hectic that we couldn't focus on destroying spheres and by the end, there were about 25 spheres on the map all over the place and the cubes refused to stay away (had our sci ship lead one far away multiple times but it kept coming back). We didn't have anything get through the gate until after the first gate went down, and it was like all hell broke loose, even though all five of us were on one gate. There were so many spheres that we couldn't organize much anymore. Is there a new trick to coping with that phase? I thought it should've gotten easier.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
04-18-2011, 12:58 PM
That is weird. If both teams kill every Borg ship before the first gate was destroy then the second gate should had spawn the same count of spheres and probes but also 2 additional Cubes each time the shield comes down. If what you say is true it must be same kind of bug. 25 spheres just doesn't even come close being right.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-18-2011, 01:01 PM
Hey there!
Here is a re-run of our live run of Khitomer Accord (click me) on Sunday.. I hope it helps!

Also, on a sidenote, FAW, Eject Warp Plasma, Polarize Hull and Gravity Well make this ridiculously easy...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
04-18-2011, 01:10 PM
We do not draw the cubes away. We just blow them up. Focus fire on a regular cube by 2 escorts kills it pretty quick. And the explosion may take out some probes with it. If you can handle probes and spheres with 2 ships, it should not be a problem to kill 2 additional cubes with 5 ships. Leading a cube away works for some groups, but it means you are less 1 ship. And if it was the sci ship leading it away, that means no GW, a key crowd control ability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
04-18-2011, 01:29 PM
Here's a video of the 528th Fleet doing KA.
http://528th.mmoguildsites.com/pages/13082

Now they are a very advance fleet in STF so some of things they do you will not be able to do without voice chat. Like the steamroller. The 12th Fleet likes to do one gate at a time. With 4 Tactical and either a science or engineer we can take both gates down in under 15 minutes which is faster then their 26 minutes.

The steamroller requires using the Security Escorts "redshirt army" through out most of the ground part, but they can aggro a lot and a team must be able to communicate quickly. Top notch gear and weapons are need and at least 3 Tactical Officers. One or two them must have Squid Leader. If you are not using Voice Chat do not use the steamroller. Take it slow and avoid aggro.

Edit:
Wow it took me 25 minutes to write this reply.

Morgan, it was fun watching you guys Sunday. If it wasn't for your mouse, the DC and the ops aggro you guys would have had it done under 1h:30m easy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
04-18-2011, 02:45 PM
Quote:
Originally Posted by White Knight
That is weird. If both teams kill every Borg ship before the first gate was destroy then the second gate should had spawn the same count of spheres and probes but also 2 additional Cubes each time the shield comes down. If what you say is true it must be same kind of bug. 25 spheres just doesn't even come close being right.
I don't know how the left team was doing with their spawn when their gate went down, but we were still working on our spheres - we had about four of them there at the time when the other three ships came over and the next spawn appeared (immediately, I might add). As the battle dragged on, with the cubes and the new spawns, the number of spheres just kept multiplying until the end when we had about 25 of them (I didn't do a hard count; it was definitely more than 10).
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