Starfleet Veteran
Join Date: Jun 2012
Posts: 587
# 1 Starbase Fleet Actions
07-20-2012, 11:38 AM
Most of the time, there are Starbase Blockades in which you usually get 11/23 ships, with average planning, less or more, depending on ship strength and coordination. In Incursions, the Saboteurs are really difficult to get to in the second stage. During Colony Invasion, the shielded data thieves. And then, Fleet Defense and Fleet Alert, in which you either run out of time, an amenity or starbase is disabled.

Fleet Blockade
First off, is Fleet Blockade, where 5 ships keep the KDF from eliminating supplies in freighters, (which are 1 Fleet Mark). Teams and most other buffs won't be enough for one man, especially those pesky cooldowns. How to single-handedly save a freighter?

Tactics
If you have most of the abilities listed below, it's doable to take on a squadron of ships singlehandedly. For weaker ships, you may want to bring a partner, or more Operational Assets. Once the freighter's shields are up, or at high hit points, leave when it gets to the transport point.

Abilities
Freighter
You'll want to have an Engineer with the Extend Shields ability, as this provides a substantial shield damage resistance bonus, as well as a small shield regeneration strength. Combine Extend Shields with other buffs, such as Science/Engineering Team, Hazard Emitters, Transfer Shield Strength, and others. Tactical Team is the minimum you want, because it will divert the freighters's shield power to the rear, where all the other ships are attacking.

Attackers
The KDF will be focused on the freighter for most of the time, but you have firepower to prevent its destruction another way. Use AoE and Multi-target attacks (Torpedo: Spread, Tyken's Rift, Beam Array: Fire at Will) to turn their attention to you. In conjunction, use Polarize Hull, Emergency Power to Weapons/Shields, and a Tactical Team to keep yourself protected. Use Gravity Well to keep them from a good range of the freighter.

Operational Assets
It's best to a Boost - Sci that helps Starship Shield Emitters, as they will synergize Extend Shields further. Ships won't help too much, because you're moving around the map.

Last edited by supergaminggeek; 07-22-2012 at 11:03 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 587
# 2
07-20-2012, 11:38 AM
Fleet Defense
Combined with 3 other teams, your job is to defend against an attack bigger than Fleet Alert, as the KDF will be attacking the outgoing freighters (easily defended), your facilities, and the starbase. Twice.

Tactics
For the spreading, evenly divide among yourselves by 4. For uneven division, find a patrol that needs more firepower. When the KDF attack the starbase, have some Scientists and Engineers repairing the starbase, using abilities like Extend Shields, Auxiliary to Structural, and a lot of Teams.

Abilities
Like in Blockade, it's good to have single-target buffs, but only for the facilities. Once the first and second base attacks are in progress, start using BOFFs with Multi-target attacks, and wrap shields around the starbase. Engineering teams are recommended.
Defending the Facilities
Find the Damage Control Team transport location, and tell your teammates where it is, as the spot is small and sensitive. Destroy the ship that has a bar marked "Sabotaging," because that's what's damaging your facilities over time. Weapons platforms are recommended to destroy ships quicker.

Defending the Starbase: Part 1
Some Fleet Reinforcements are good, here. It's enough to keep the starbase from getting destroyed, if you have the abilities for it.

Defending the Starbase: Part 2
Now's a good time to hit the Siege ships, and lay down some Torpedo and Turret Platforms, because you'll be out for a while. Once the ships close to the base are destroyed, start toward the siege ships, as they'll punch a hole through your base. Use all the single-target Tactical buffs and Science debuffs possible, as these ships are well-shielded, and equally well-armored.

Operational Assets
It's good to use all the Mine fields you can on this one. Starbase Feedback Pulse is possibly the best idea ever to use for this, as enemies will be damaged over a long course of time. Rally the Fleet or Fleet Rally Security Team are good for re-activating abilities to be used immediately. The Phaser Lance is good for the second stage of attack, as it will damage everything. Any sort of Fleet Reinforcements are recommended.
Starfleet Veteran
Join Date: Jun 2012
Posts: 587
# 3
07-20-2012, 11:39 AM
Fleet Alert
It's a straightforward game of speed and strength.

Tactics
The starbase will have enough shields and hit points to survive a minute or two it will take to destroy a group. Stick to one attacking team at a time, and draw them to the starbase, to easily reach the next one.

Abilities
Attacking forces
All sorts of AoE and Multi-target attacks are best, here. Torped: Spread, Beam Array: Fire at Will, Cannon: Scatter Volley, and a few doses of Tyken's Rift will help, too.

Siege ship
Before attacking the lead ship, destroy the remaining targets using group and AoE attacks. Then, use your single-target buffs and Emergency Power to Weapons or to Auxiliary, to combine with Science debuffs to swiftly remove the siege ship.

Operation Assets
Bring all the ships you can muster, because the ships are especially difficult to kill in the later stages. Turret platforms are also good to have, because of their attacking speed, power, and durability. Laser Lance is best for the siege group, because of the insane amount of power in it.

Last edited by supergaminggeek; 07-22-2012 at 11:12 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 587
# 4
07-20-2012, 11:40 AM
Reserved for another action.
Starfleet Veteran
Join Date: Jun 2012
Posts: 587
# 5
07-20-2012, 11:40 AM
Reserved for yet another action! Whee.
Starfleet Veteran
Join Date: Jun 2012
Posts: 587
# 6
07-20-2012, 11:41 AM
Hey, hey. Guess what? Reservation.
Starfleet Veteran
Join Date: Jun 2012
Posts: 320
# 7
07-20-2012, 02:11 PM
For defending freighters, I've found that patroling the 'inner-ring' between the SB and outlying at fulll impulse between encounters works well. I had one PUG group that followed my patrol technique and we got 19 in a PUG! Also it is so vital to DISENGAGE from ALL attacks if the freighter blows up or leaves, finishing them off WILL cost the lives of another freighter crew. I even bug out sometimes if an encounter is handled by at least 2, especially if there is another one close by with no one!
"All I ask is a tall ship and a star... to steer her by." You... You could feel the wind at your back in those days. The sounds of the sea... beneath you, and even if you take away the wind and the water... it's still the same. The ship is yours. You can feel her. And the stars are still there, Bones. ~ James T. Kirk | Imgur

Lieutenant
Join Date: Jul 2012
Posts: 68
# 8
07-20-2012, 04:35 PM
None give a major a mount of marks
Phasers set to fun since 2010 -- http://sto-forum.perfectworld.com/sh...1#post16340871
Lieutenant
Join Date: Jul 2012
Posts: 68
# 9
07-20-2012, 04:36 PM
I like all the space ones
Phasers set to fun since 2010 -- http://sto-forum.perfectworld.com/sh...1#post16340871
Commander
Join Date: Jun 2012
Posts: 273
# 10
07-20-2012, 04:44 PM
If you're in a science Ship with Phtonic Officer, Grav Well 1, TBR 2, and TBR 3, there's no real reason for transports under your protection to be dying. You have plenty of space for healing, powerful AoE's to push back and trap enemies (push 'em out with TBR, then Grav well them in place). Once you get a feel for where the freighter is on its track you can just leave it and head off to another area as it'll be gone long before it ever blows up.

That said, a decent Cruiser can just float above the transport to the warp out healing all the damage it's taking with relative ease, as well. Mix with Fire at Will, and you can probably keep up with the damage to both you and your target. If you are Extend-shields baby sitting the Freighter, give it about 5km of room. You do *not* want to be hugging it if it gets hit by Isometric Charge as you'll probably both blow up.
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