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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
03-26-2012, 04:31 PM
The members of the 106thFleet fleet (myself included) use these strategies almost to a "T" and get the optionals almost 100% of the time on elite. I endorse these guides. If you think the optionals are impossible, and you are willing to listen to direction, I can almost guarantee a successful run of the optionals.

Some form of voice communication helps dramatically. I prefer teamspeak over the in game voice program.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
03-29-2012, 04:02 AM
Quote:
Originally Posted by The_Orig_Jean_Luc_Picard
Some form of voice communication helps dramatically. I prefer teamspeak over the in game voice program.
Indeed, I though prefer Ventrilo (for some oddball reason Teamspeak makes people incomprehensible scramble with my headset...; and my fleet anyway uses Ventrilo for pretty much everything, half the fleet nowadays don't type a single word anymore).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
04-04-2012, 02:05 PM
Good guides, definitely helped prepare me for my first Elite run!

Quote:
Originally Posted by Ani_Kai
Indeed, I though prefer Ventrilo (for some oddball reason Teamspeak makes people incomprehensible scramble with my headset...; and my fleet anyway uses Ventrilo for pretty much everything, half the fleet nowadays don't type a single word anymore).
I used Vent with my old fleet, and when it got folded into another fleet started using TS. Vent worked WAY better than TS - TS lags STO out like CRAZY, while Vent had no such problems.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
04-05-2012, 03:10 PM
Quote:
Originally Posted by Felderburg View Post
Good guides, definitely helped prepare me for my first Elite run!



I used Vent with my old fleet, and when it got folded into another fleet started using TS. Vent worked WAY better than TS - TS lags STO out like CRAZY, while Vent had no such problems.
I have the exact opposite reaction with vent although niether of them lag out STO for me. Vent would just lag out and then 30 sec later you would get all the voice at once and on several occasions vent would just stop working and I had to restart my computer to fix it even if I just tried to restart vent....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
04-07-2012, 08:15 PM
Quote:
Originally Posted by Naldoran
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.
I have to agree with JayGamma. I'm still relatively new to the new STFs (I quit for a while and have recently come back...again), but I've run Cure Space on Elite several times exclusively with PUGs and the simultaneous destroy strategy has never worked for any team I've been on. On the other hand, two or three times I've been on teams that completed it with the one by one strategy. I'm not saying that one strategy is better than the other, just that Jay has a valid point with the DPS - if your team can't kill fast enough, I don't think any strategy is going to save you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
05-03-2012, 01:03 PM
Variant tactics for Cure Space Elite added.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
05-03-2012, 09:32 PM
Re: Cure Space Elite

This is a hard sell for me. Let me hypothesize this... 5 Captains familiar with each other and with voice comms can do CSE with good cooperation. Comms is 75% of the battle. The last 25% is your strategy. Thus the Cubes Last strategy can be perceived to work, but what you're really observing is 5 good captains with comms working together.

Having seen pug after pug fail at this strategy, I can say this really highlights the importance of good communications and, at least, average pilots. I don't want to go so far as to say it is a bad strategy--but rather it isn't a *better* strategy than just starting Right and working your way around.

I'll call our strategy Go Right, Sweep Left. With very minimal preparation (not too much fussing about builds) we consistently clear CSE with Optional in under 10 minutes by simply starting on the Right and then clearing around to the Left one cube at time. Initially we send 1 attack ship Left and 1 Center while 3 go Right. The attack ships clear the first couple of spawns while the main group takes out the probes and cube. Then everyone races in to clear all mobs. Then we settle in to killing the Center probes and cube (now 4 ships in the main group). Clear mobs again. Now all 5 focus on the Left probes and cubes. This method provides a snowball effect as more and more power can be brought to bear on the targets while simultaneous eliminating risk from flanking attacks. When Negh'Vars spawn, everyone shoots them down immediately. This method has a bit more risk up front with decreasing risk as you progress where the Cube's Last method increases risk of failure as you progress (folks are more spread out, easier to miss spawns, widely dispersed firepower at the end, and all-important communications are necessary). Go Right requires very little communication... just an initial assignment of who is guarding Left and Center while everyone else goes Right--much like Khittomer Accord.

But again I'll state that any 5 escorts in good communication and a basic understanding of CSE will be successful. Which strategy may be a matter of taste. I prefer Go Right, Sweep Left.

Other notes... Go Right, Sweep Left works best with no more than 3 cruisers. Quick destruction of Negh'Vars and faster mobility is necessary and a cruiser heavy group is just too slow and too low DPS.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
05-08-2012, 10:57 AM
Quote:
Originally Posted by Masadaco
Re: Cure Space Elite

This is a hard sell for me. Let me hypothesize this... 5 Captains familiar with each other and with voice comms can do CSE with good cooperation. Comms is 75% of the battle. The last 25% is your strategy. Thus the Cubes Last strategy can be perceived to work, but what you're really observing is 5 good captains with comms working together.

Having seen pug after pug fail at this strategy, I can say this really highlights the importance of good communications and, at least, average pilots. I don't want to go so far as to say it is a bad strategy--but rather it isn't a *better* strategy than just starting Right and working your way around.
I don't think it requires voice comm.



The 10% strat is good for really low DPS teams, but not really necessary for a lot teams.

Right Probes > Mid Probes > Mid Cube > Split & Defend > Right Cube > Defend > Left Cube

or

Probes right to left, then Cubes left to right (or opposite).


Are my preferred methods.




Most teams that I see fail the optional have 1 or more players who seem to not respond to chat at all or multiple (unneeded) Kang defenders who all refuse to do anything but guard kang, or both.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
05-25-2012, 11:11 PM
Quote:
Originally Posted by Naldoran
The team should split up and bring each of the four nanite generators to 10% of max health, WITHOUT destroying any of the four generators feeding nanites into the transformer. On command of the team lead, destroy all four nanite generators simultaneously.
This guide's awesome - thanks so much, but this section's a bit too restrictive. I started infected space elite last week and the first couple of times were perfect using the same strategy as normal. Earlier today someone went ape**** on me because i killed a generator before the others were at 10%. To me, we lost the optional because we weren't paying enough attention to the nanite probes, not the 10% thing.

STO's a pretty casual game, i don't think it's right for new people attracted by F2P to be freaked out of elite STFs by griefers. If you're playing with friends that's one thing but the 10% thing is asking too much for 5 strangers to coordinate when things are happening too fast to even type in the chat unless you stop firing because there is no 'team lead'.

Anyway, just my opinion i don't mean to disrespect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
05-31-2012, 02:43 AM
Quote:
Originally Posted by jeanralphio
This guide's awesome - thanks so much, but this section's a bit too restrictive. I started infected space elite last week and the first couple of times were perfect using the same strategy as normal. Earlier today someone went ape**** on me because i killed a generator before the others were at 10%. To me, we lost the optional because we weren't paying enough attention to the nanite probes, not the 10% thing.
Thing is, the 10% strategy on inf space elite is far easier than the alternative even with low coordination. You don't have to pay any attention to the nanite spheres at all, if executed correctly. This saves a lot of time. Also, those spheres are pretty durable on elite, so you can no longer count on someone to solo them or to grav well/repulsor them away long enough.

There is just one crucial bit of coordination involved, but it's not as bad as one'd think, even without voice comm. All you have to do is to get everyone to each pick a gen and take it down to 10%, stop firing afterwards. There are 5 of you, so the last person can help one by one. Then, once they're all low enough (someone can just take a look by flying around and checking), all he has to say is "Go". A pug can pull this off easily even without super DPS ships, and you don't even have to talk to each other again afterwards.

If you pop generators one by one, the difficulty goes up. Now you need to have enough DPS to split forces; some need to destroy the nanite spheres, others deal with the transformer, and some switching back and forth depending on where they're needed. This actually might require more coordination and better gear than the 10% strategy. If you draw a good group of people with good DPS, this is easily doable as well, but why take the risk.
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