Commander
Join Date: Jul 2012
Posts: 262
Hive Onslaught Elite is actually fun if you have the right people. I found it easiest to get the optionals with a couple of sci captains on the team. Until people begin to unlock the passive goodies of the Omega and Romulan reputation systems, you have to fine tune your toon and/or team.

Energy drain is a must for the Queen's ship. It will not only lower the damage of her energy weapons, but it will prevent her shields from healing as quickly. My Kar'fi does a wonderful job of keeping her dry while the team pounds her silly. It also helps to have a cruiser with extend shieds on you, as you draw her aggro and suck her power dry. I use the combination of energy siphon, polaron DHCs and turrets and aceton assimilator. do this and all you really have to worry about are her torp spreads and that shockwave attack.

To maintain the op, as soon as 3 people go down, the remaining 2 must disengage the queen and evade the hell out of there.

I've run 3 perfect op runs with this build here. It was me and a friend and 3 random people. If the team can follow some simple instructions, then it's really not that hard. The more energy drain the better. IMO.

For those interested in the strategy used:

1st part: tac cubes - focus fire on the spheres and then the cube and they go down quickly. then move forward slowly and acquire your next target. make sure you eliminate the spheres as soon as you get in range. if you find that there is too much aggro'd, then back the team up. the spheres will continue to follow. once most of the spheres, if not all, are eliminated, then take the tactical cubes one at a time. you can get away with 2 at a time, but any more than that and it's not as efficient.

2nd part: after all the tac cubes are dead, everyone must skip the cutscene immediately. it is a very nice cutscene and all, but you are just too close to the unimatrix ships. they will wipe you if they're aggro'd before everyone is ready. depending on where you are when you kill the last cube, you focus fire on the unimatrix ship closest to you. with the spam of energy drain and coordinated focus fire, these guys are really very easy... aside from the torp spread that can one shot you. the plasma ball of death should be fired upon by whoever has aoe beams. just keep moving. your defensive rating will thank you. you can hug the top and bottom to maintain your defense bonus. if you're standing still, then youre just asking to explode. after both unimatrix ships are dead, the fun really begins.

last part: the queen's ship is filled with a plethora of attacks and skills. when you first aggro her, make sure someone has a SNB beam handy. I wait until there are four attack skills queued before I nuke her. all 5 members needs to spread out. everyone else should be spread out about 5.5-6 km away from her. pay attention to the buffs that appear under her portrait. it will give you hints as to when you should stay and when you should go. without her shields regenerating quickly, the 1.6m in hp she has goes rather quickly.

In all honesty, the hardest optional to maintain is the second one, where you have to keep 3 players alive at all times. the key i guess is to spread out and always have tac team on. be familiar with the torp spread icon that appears under the portrait to know when to hit brace for impact and be aware of your teammates positions and the giant ball of plasma death. with that said, get into the habit of hitting a key to max your engine power and then hitting evasive. that is, of course, if you care about the optional.

Be sure to see the additional tips posted below. Following these tips will not ensure that you will get all 3/3 optionals, but it will make getting them so much easier. [edited 12/10/12]

Last edited by xsharpex; 12-10-2012 at 11:37 PM.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,525
# 2
11-15-2012, 08:17 AM
Quote:
Originally Posted by xsharpex View Post
Energy drain is a must for the Queen's ship. It will not only lower the damage of her energy weapons, but it will prevent her shields from healing as quickly. My Kar'fi does a wonderful job of keeping her dry while the team pounds her silly. It also helps to have a cruiser with extend shieds on you, as you draw her aggro and suck her power dry. I use the combination of energy siphon, polaron DHCs and turrets and aceton assimilator. do this and all you really have to worry about are her torp spreads and that shockwave attack.
You mean her integral acetons right? Something I've had some good results with in that engagement with the queen is to keep 1 person just outside of her weapons range, something like 10.1km with the occasional dip in to pop of a shot to keep the combat going followed by an immediate bail out. Wasted dps sure, but it does make sure that if she manages to wipe the rest of the team she will not pull the armek stunt on you because the 5th man is still alive and still technically "in combat".
All the 5th man has to do is keep doing that long enough for the others to respawn and get back in position.
Watch for her torps though!

Quote:
To maintain the op, as soon as 3 people go down, the remaining 2 must disengage the queen and evade the hell out of there.
Every time I've seen 5 go up to her, they have been wiped without fail. It might take a while for her to take them down, but wiped they were. This is with a variety of groups, mostly fleet or friends, with one or two pugs in the interests of science lol

Quote:
I've run 3 perfect op runs with this build here. It was me and a friend and 3 random people. If the team can follow some simple instructions, then it's really not that hard. The more energy drain the better. IMO.
A carrier or maybe two rigged as sci drain boats would work wonders in here imo.
I wonder how many it would take to really shut her down?

Quote:
1st part: tac cubes - have 4 people stay 15 km away from 1st cube. have an escort bait the first cube and the spheres back to the 4. focus fire on the spheres and then the cube and they go down quickly. then do the same as the 4 slowly creep forward, while the escort jumps ahead to try and pull the next cube and spheres back. it's best to be patient with this, as you have 10 minutes. if done correctly, you should have 2 minutes or more remaining. and yes. that's with a couple deaths here and there. the better you get at it, the more time you can shave off.
Agreed, just need to be very careful the bait doesn't aggro the whole mob at once. Seen it happen and it is never pretty.

Quote:
2nd part: after all the tac cubes are dead, everyone must skip the cutscene immediately. it is a very nice cutscene and all, but you are just too close to the unimatrix ships. they will wipe you if they're aggro'd before everyone is ready. depending on where you are when you kill the last cube, you focus fire on the unimatrix ship closest to you. with the spam of energy drain and coordinated focus fire, these guys are really very easy... aside from the torp spread that can one shot you. the plasma ball of death should be fired upon by whoever has aoe beams. stay close to the bottom or the top of unimatrix ship and keep moving. hug the top and bottom to maintain your defense bonus. if you're standing still, then youre just asking to explode. after both unimatrix ships are dead, the fun really begins.
Is the plasma ball splash damage exploit from the borg RAs still working? I haven't tried it and it likely has been fixed, but if it hasn't then that might be helpful. Also need to watch out for any feedback pulses they might use. Those can be nasty for a high dps or a high spike boat.

Quote:
last part: the queen's ship is filled with a plethora of attacks and skills. when you first aggro her, make sure someone has a SNB beam handy. I wait until there are four attack skills queued before I nuke her. all 5 members needs to spread out. 1 person should remain close and aggro her. everyone else should be spread out about 4-5km away from her. pay attention to the buffs that appear under her portrait. it will give you hints as to when you should stay and when you should go. without her shields regenerating quickly, the 1.6m in hp she has goes rather quickly.
I agree with you completely on the sub nukes. It's an absolute godsend in the fight when timed correctly. I personally would recommend 1 person stays very close to the edge of weapons range so they can dart out of range very quickly if need be and maintain the combat so she doesn't pull the armek stunt on you if the others get wiped. As long as one person stays alive, she shouldn't reset like armek does. Once the entire team goes down, she resets as armek does on CGE.
Quote:
Originally Posted by virusdancer
ARC: A way to Redeem Codes
Commander
Join Date: Jul 2012
Posts: 262
# 3
11-16-2012, 03:39 AM
I meant the KDF aceton assimilators, the ones that drain power from a target.

5 people should never go right up to her. she has a shockwave attack that can easily wipe all 5. i recommend 1 person going up to her and drawing her aggro, while the other 4 are spread out on all sides, each at least 4-5 km away from her.

you don't have to completely shut her down... although it would be nice. slowing her engines down reduces her overall defense rating and reducing the power she has to shields helps mitigate the damage reduction she has to her shields as well as her shield regen rate.

so long as you have a dedicated drain boat and people watch out for each other, the fight is really not that bad. when people start unlocking the higher tiers of the omega and romulan rep systems, this fight becomes even easier. it's only hard when your group is not prepared and geared for it.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,525
# 4
11-16-2012, 08:55 AM
Quote:
Originally Posted by xsharpex View Post
it's only hard when your group is not prepared and geared for it.
Truth.

10chars
Quote:
Originally Posted by virusdancer
ARC: A way to Redeem Codes
Starfleet Veteran
Join Date: Jun 2012
Posts: 44
# 5
11-20-2012, 11:43 PM
I've done this mission a few times in my carrier and the tactics in the OP are sound. I generally only have issues with the first part as the group tends to swarm us pretty fast.

For the queen i tend to stay around 6km away and hit her with energy drain then gravity well. I use my normal hanger config of stalkers/runabouts, been pondering swapping to dual stalkers since I don't really need the CC for the mission.

But I haven't lost an op yet, got enough marks to last for while now.
Career Officer
Join Date: Jun 2012
Posts: 30
# 6 Great Commentary
11-21-2012, 10:13 AM
This is some great commentary. Thank you for the tips.
Career Officer
Join Date: Jun 2012
Posts: 597
# 7
11-21-2012, 07:39 PM
Quote:
Originally Posted by xsharpex View Post

1st part: tac cubes - have 4 people stay 15 km away from 1st cube. have an escort bait the first cube and the spheres back to the 4..
why do people do this the hard way? just fly up top work your way down. the first cube you hit way up top will bring most of the spheres to the team. this is where faw from crusiers play in. the escourts will do thier job on the cube. the cubes below will never get agro since they are out of range. just have the team cross heal. lol wtf am i on about since when do pugs cross heal. guess they havent figured out how to do that yet. all escourts should have he 1 tss 2. stop using sci teams. healers should use et and extends along with other heals. sci should have a sci team, not et.

btw my fleet has had the obj on eites in record time. if you bait the cubes on thier level you could mess up and draw agro from 2 more cubes. but like i said fly to the top work your way down and gg.
Captain
Join Date: Jul 2012
Posts: 3,511
# 8
11-27-2012, 12:51 PM
Ah finally, a tactic... I seem to be unable to tank the torp spread though even with brace for impact and max shields, it just eat away at my shields and hull hehe. (tank build + power insulator, borg set or maco sets). I've noticed that eng toon is the only one that has managed to perform well in that STF.
Reality is WAR
KHG Klingon Honor Guard

Fear the KDF!
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 9
11-28-2012, 02:35 AM
Indeed, this isn't an instance for captain Kirks rushing to aggro all the elite tac cubes. And even in some premades there's always someone willing to be a hero. That's the most difficult part of the game, tac cubes move really fast when they're willing to, so it can be an issue when some genius brought all of them near the spawn point.

The uninatrixes are a joke, people just don't read the buff icons or completely ignore what they mean. They also tend to like getting wiped at 9.5km range with the plasma beam, doing it again and again and saying "oh really" when you tell them they're doing it wrong.

Best tip: step out of pugs and even out of premades (except fleet) for 6 months, i.e. till people get the mistakes they make or just give up because they can't understand how it works with a whale IQ.
Commander
Join Date: Jul 2012
Posts: 262
# 10
12-10-2012, 11:27 PM
so upon further review, a couple more tips that will help your group get the optionals:

1. carrier pets should be on recall until at least midway through the first part. if you use carrier pets at the beginning, you WILL aggro everything and your team will blow up.

2. focus fire on the spheres first. work together as a team, paying attention to who is attacking what and adjust accordingly. spheres should hold priority over cubes first.

3. as you start making your way through the first group, if there are multiple targets incoming, you and your team should start backing up to effectively distance you from the slower tactical cubes. the spheres will keep pace with a ship in reverse. if you need an added boost, use reverse and evasive. distance control will help keep you alive.

4. have your sci guys use sensor scan on groups of spheres. you will shred them apart like a pinata at a birthday party.

5. if you have more than 1 sci, make sure they coordinate with each other. sub nuke the queen when she has 4+ buffs. keep firing off sensor scan whenever you can.

6. coordinate, coordinate, coordinate. have a person calling out directions. if you see 2 people go down in the 2nd optional part, have everyone disengage and evade until 1 or both of those down respawns.

7. cross heal and situational awareness. make sure you know who is attacking what, who has the aggro and heal them. keep them alive so they maintain the aggro. if you work together, this mission is very, very easy.

8. i still love my energy drain build on this map. it makes getting through it soo much easier and quicker. you reduce the hurt and resilience of the tactical cubes. you make the unimatrix logs childs play and you make the queen that much easier.

overall, you should have a well balanced team. make sure you have at least one sci captain. pure dps might be able to roll through this map, but it's doubtful. get yourself a good team and you will be able to appreciate this stf for what it really does. it adds diversity to the dps-centric style that we're all accustomed to. embrace it.
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