Go Back   Star Trek Online > Information and Discussion > The Academy
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
01-31-2012, 10:44 PM
Quote:
Originally Posted by Naldoran
That video is now private, can you please ask him to make the video public again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
01-31-2012, 11:39 PM
Video link in main post has been removed, I think that it may be a while before it becomes public again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
02-10-2012, 08:25 AM
I've added a little additional information to the Infected Ground section, describing the rationale for Kit selections and the deployment of a cover shield to cover your retreat from room 4.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
02-18-2012, 02:32 PM
Added yet more info to the Infected ground section, describing pull maneuvers in rooms 2A & 3, along with an instruction not to shoot nodes in room 3.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
03-05-2012, 02:21 AM
Guide to Situational Awareness (written by Phaseclaoker) added to the end of the guide after the KA ground post. I would have preferred to add it to the first post, but it didn't fit due to character limits.

Also, when I get around to typing it up I have a modification to clear procedures in rooms 3 & 4 of Infected Ground following further testing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
03-05-2012, 07:49 AM
Quote:
Originally Posted by Naldoran
Guide to Situational Awareness (written by Phaseclaoker) added to the end of the guide after the KA ground post...
Excellent addition.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37 The Cure
03-07-2012, 03:30 PM
I have to disagree with you on the strategy of destroying the cubes all at once. When it comes right down to it there is only 1 thing that matters for completing the Cure. That is ....DPS... Plain and simple. I have completed Elite Cure almost a hundred times destroying one cube at a time, and only a handful of times when the team wanted to wait and kill them at the same time. In the end, killing them at the same time doesnt help anything because the ships still spawn the first raptor wave and overwhelm a under par team. The biggest problem with the cure elite is that there are too many players who jump in with a ship & build that dont do enough damage. Period. And Im not trying to put down anyone, you just need to realize that if you wanna play elite, you gotta have an elite ship. Trust me, i am a veteren who has played this game since beta testing and has run thousands of elite STF's succesfully.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
03-07-2012, 03:57 PM
Quote:
Originally Posted by Jaygamma001
I have to disagree with you on the strategy of destroying the cubes all at once. When it comes right down to it there is only 1 thing that matters for completing the Cure. That is ....DPS... Plain and simple.
I've done the missions many times using the simultaneous destruction strategy, and it works. I note that you don't say that the strategy doesn't work. I will admit that it is certainly possible to destroy the cubes one-by-one and beat the mission, if you say, have a team with five escorts, tac captains and scatter volley. For more diverse groups, and groups at a lower skill / gear level, the simultaneous destruction strategy is in my experience easier to successfully execute, and thus more appropriate for a guide such as mine.

There are shortcuts you can take to shave time off the mission, but if I can already beat the optional with seven or eight minutes left, I consider the existing strategy to be sufficient. If you can present me with a strategy that is both more reliable and easier to execute, I would certainly be interested in that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
03-15-2012, 11:20 AM
The Cure ground optional, never got it, but been might close lots of times. And the times I've tried to do a full bypass, inevitable someone dies mid-run, res-ing them is a pain and if they respawn getting back passed the mobs is never pretty.

OK history lesson, during WW I the way German stormtroopers attacked was to strike, move fast & if they came up against a well defended postion they went around it. They over-ran the main line of defense with the pockets of resistance being mopped up by heavy infantry/tanks that followed the Stormtroopers. Lesson over.
So why not use the same principle, easy targets (normal & infected drones) take them out; Tacticals, Heavies & Elites ignore them. Theorectially it should free up enough time to get the optional done, while at the same time clearing a path through the mobs so that if anyone needs to respawn they can get back to the team without getting agrro from every drone on the map
One other thing with the mission, the first turret why does everyone keep shooting the damn thing after the charge is set? It's going to blow and you're not going back so move on. It saves maybe 10 seconds , but add that to the 15 seconds you get from bypassing each Tactical etc, it soon adds up to a significant amount of time you've gained to complete.

Something else I noticed, but again haven't really had chance to fully try out. Mines do a damn good job of being an anti-Heavy Torpedo net. If you've got a big ball of green fire heading your way, just turn, drop and run and let the mines do the hard work. So, in theory at least, throwing up a mine field say 3 km away from the Kang could be useful in catching any torps that the BoP's etc get off
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
03-26-2012, 02:58 PM
This is awesome info to have. Might finally be time to start working on my mk XII KHG ground set.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 08:00 AM.