The captains are definitely on a considerably shorter timer than they were on Tribble. I think I've had two kills on Holodeck vs. getting it every time on Tribble.
The timer's just within the scope of killing all the guards, dropping the shields and killing the captain. If it's intended to be that marginal, then fine. Except most runs I've done, one guy in the first guard mob got dragged away or caught behind a crate (pets might be doing it, but I'm not sure atm) and it took a few seconds to find him. That few seconds been enough to stop us getting the captain on quite a few runs. If you're not going to extend the timer, at least sort that out.
Also, not being able to interrupt a progress bar is annoying.
No matter how fast we do kill off the guards, the Captain always beams out right when we drop the shield. And even with a full team of Tacticals using Shotguns. And frankly, this is really arrgovating me in being unable to get those Captain accolades.
So the Devs really do need to redesign that mission.
OK well that could make some sense, because I have always thought the NPC who is standing in the back is the captain, and everyone's firepower is focused on that character. I don't know how and team can finish wave two to have enough time to get the captain on wave 3.
The ONLY thing I can think of (which never works because no team members i play with want to listen to anything) is staying by the door at the beginning of wave two and just kill all of the on-rushing enemy NPCs. But, each and every time, the whole team runs out into the wild blue yonder and the team has to spend that whole wave waiting for everyone to re-spawn.