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Familiarize yourself with the basics: TBE (Breach Elite)

rodentmasterrodentmaster Member Posts: 1 Arc User
Basic tips and tactics for The Breach Elite (TBE)



I pug a lot. Don't get me wrong, going to certain channels is nice but sometimes you just pug. Especially on certain missions, such as TBE.

I'm still seeing a lot of people that don't understand some basic tips and hints. I try to type out some basic stuff but most don't care. A few do, but don't understand the triggers and main points of certain parts of the map. Here are the basics most people need to know, but many still do not, for this particular mission.



Let us tackle the outside first:

1) It is better to stick together rather than split up. Go for the nodes, as they are worth TRIBBLE-tons of points (compared to just buzzing the death star trenches spamming FAW at the hardpoints on the walls). The easiest order of attack is usually down the center trench (+2), out and down onto the fantail of the ship (+1) and hang a left and go up the starboard side of the ship and hit those 2 nodes there (+2) and that should get you the prompt to rally at the breach. The forward port node is bugged and won't go down. Don't even bother. Please note nodes do massive hull damage through shields and can fire beyond 10k out. Moving in as a solid force helps spread out the damage to any individual and you all survive much more easily. The node goes down faster too, reducing how much damage it can send your way.

2) The Bulwarks protecting every node are NOT IMPORTANT. They give you no points. They are simply there to stop you from killing the node. They are super OP and idiotically kill your hull through full shields rather fast. If you kill the node, LEAVE THEM! Move on to the next. You don't need to fight them at all. You can do the whole node without even firing a shot at the Bulwark and still get it. Conversely, if you have a bit of teamwork going you can literally push the Bulwark off the node completely with TBR or some similar console and clear the way for your team to take the node down without much trouble. This takes a bit of timing though and you may get blown up but it will be all in the name of good teamwork.



The inside, first room (main hangar)

3) Rescue the ships. First and formost, you can trigger the rescue options WHILE IN RED ALERT! Don't feel compelled to clear the area before hitting them. Fire away and rescue them while you do it. Also, you don't need to fight them, just trigger it. If you need to you can trigger the rescue on one and evasive away to get another rescue in short order. You may TRIBBLE them off, but it's quite possible to solo all 3 rescues if you do it right and burn a deuterium cannister. That said, you do get a small bonus if you rescue all the ships. If you have a couple of ships with cloaking devices use them to sneak past the main forces to effect a rescue, then help out with the rest of the room.

4) Many don't realize still: You need to close the 8 hangar doors. There are 2 hangar doors on each corner of the main hangar bay. Enemy ships will keep spamming you mercilessly until you close them. Close them FAST! First folks in should take a second to close the ones on the right, and one ship should rush to the far wall and close those.

There are 3 mobs of ships. One is dead center and heavy ships like Bulwarks. On each end of the rectangular hangar room there is a smaller mob of lighter ships but in larger numbers. these are closer to each set of doors. If you take on one mob at a time you'll have an easier time of it.



The second room (Citadel Hangar):

5) There are 3 ships to rescue, again. Remember you can rescue them while in combat. If you're at full impulse you can rush past one, rescue it, and keep going to the next. If you time it right and luck you you can get in and out before you take a hit that puts you in red alert and slows you down. One ship is in the first "bay" on the right, one on the third bay on the right, and one on the second bay on the left. The wall on each bay has a tractor repulsor node. If you enter directly in the middle (equidistant from each side) you won't be pushed much. They can still hurt.

6) When the Citadel Ship has that funky wavy shield, you CAN NOT harm it! It's a BS gameplay mechanic, but so be it. You must move around to shoot it from another side. Don't waste your special abilities, rapid fire, torp spread. They'll just do nothing. This is true even if you're under the sheild animation next to the hull (I've tried). When the Citadel looks like it is aiming a tractor beam at you, hit PH or any other skill that gets you out of tractors or off its agro list. Cloak, even. That animation means it's about to teleport you into a very damaging black hole. Having the agro of a Citadel is no fun. If you see the Citadel's target losing health, please cross-heal (if you can, if you're sitting pretty).



The third room (Secondary Core, aka the Chomper Room)

7) You have 3 ships to rescue, each with pretty sizable mobs around them. Left is the hardest because you run past one mob to get to the ship rescue mob, which means you usually have 2 to deal with. Same principle, rescue them, then....

8) CLEAR THE ROOM FIRST! Then look for the core. This is for practical reasons. If 3/5 the team starts shooting a core with mobs still around, that's 60% of all the available firepower to stop the mobs removed. Those mobs are still attacking the poor slobs caught in their aggro, and with the stupidly high amount of spam they throw out they will send people back to the respawn repeatedly. You NEED the combined firepower of your friends to get them out of the map fast. If nothing else, just so you can move on. Also, folks shooting the decoy cores can really TRIBBLE over their teammates trying to survive a massive onslaught of OP Bulwarks.

which brings me to....

9) DO NOT SHOOT THE DECOY CORES! When you target a ship, it has a number next to it. If it's 0 if means that ship is your level. If it's -10, that means the target is 10 levels below you. Sometimes you see it as 2, meaning the NPC is ranked 2 above you. There are 3 banks, each which can have a core. The real core has a 0 by the name. The other 2 have a "?" instead. DO NOT, FOR THE LOVE OF GOD, FIRE ON THESE! They die instantly but are booby trapped to spam this VERY lethal effect. Some kind of burning damage that can take your hull to zero in 2 seconds. If you have a hazard emitters you can stop it, but you don't always have that available. It's so fast that popping PH, BFI, ET, and A2SIF all in super fast order won't save your butt in medium-high hull rated ships. So DON'T SHOOT IT! You can definitely kill yourself or your teammates. And if they're escorts, or... gasp... raptors? Fuggedaboudit. You've just sent them to the respawn. It seems to randomly choose 2-3 people on the team to attack, and it is random since I've had it happen while entirely across the room.



The final room (Main Core)

10) Stay high or low to avoid the rotating sweeps. Get to an area you can fire on the core above or below the main axis. Either take up positionor follow with the rotation, your choice.

11) If you get too close to the core you may receive radiation damage. Don't sit there point blank. It's better to be further out. The core will also teleport you at times.

12) The shield panels around the core prevent ANY damage from that direction. If you have a CRF or BO or THY or anything like that, save it for the opportune moment. Wait for the panel to move out of the way. Then trigger it.

13) The exit is opposite from the side you entered on. It is LEFT or WEST on the map. Think of it as back towards the bow of the ship. Many people take up spots and fire on the core as soon as they enter this room, but never think about the escape. Then when it blows you also have smaller hazards to deal with which won't harm you, but keep you in red alert so you can't run like you need to. I HIGHLY RECOMMEND you move to the LEFT/WEST side of the map and fire from there. You'll still do your damage but be in 100% better escape spot when you're done. At the very least, start moving to escape position when the core drops to around 10%.

The escape (running for your life)

14) You will be blown up if you don't get out. I ran a pug the other night where 3 folks never even got out of the core room, let alone had a hope of making it out. If you have blown up the core and try to go back into the secondary core room, the door is jammed and you will lose time and most likely die. If you're too close to the core or behind it and need to fly through the debris, you can trigger red alert again and slow you down enough that you may die.

15) The room you exit into may look familiar. It's the main hangar room! The one you cleared out after you opened the hole in the ship at the rally point. Fly straight ahead, drop down a bit, and at the end of the room take a left out the big gaping hole.
Post edited by rodentmaster on

Comments

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    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2014
    Wow... over 80 views in less than a week and not a single comment?

    Okay, I guess folks don't want to see this kind of stuff.
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    damix4damix4 Member Posts: 608 Arc User
    edited September 2014
    I just noticed this post. Thank you for making this TBE guide. It is well written and contains some information I wasn't aware of. For example, meaning of those numbers (0, 2, -10) were unknown to me. I bookmarked it and will share it with my fleet as it will be of help, especially when we try doing it on new Elite difficulty (if they introduce that for TBE) - as there will be no time for mistake. And for new, starting members, of course. Cheers! :)
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    sarcasmdetectorsarcasmdetector Member Posts: 1,176 Media Corps
    edited September 2014
    very nice.

    a quick point: Science Team will clear the debuff (lightning damage and slow) you get from the Decoy Cores and from the Palisades.

    P.S.: if you post this on /r/stobuilds, i would add it to the wiki for you.
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    dahminusdahminus Member Posts: 0 Arc User
    edited September 2014
    Nice guide rodent. I knew there was some tactical guide making in that brain of yours.

    Breech is in the low priorities of queues now, undine queues are slowly following suit.

    It'll be the DR queues that will need guides.

    Anyways, decent guide man. I could collaborate with you in DR queues if you'd like. Made a TRIBBLE ton in wow. I may have made a few for sto but don't recall...i know I've done a few general tips that haven't been notice before I posted.

    Like the less then 1.5km from crystalline entity and it's better to have everyone group up in vicious cycle or is it undine assault...the lane one anyway.

    Cheers
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    rodentmasterrodentmaster Member Posts: 1 Arc User
    edited September 2014
    Thanks, all.

    Sarcasmdetector, I'm still not sure how to format line breaks on reddit. Without them it would be a very tough read.
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    sarcasmdetectorsarcasmdetector Member Posts: 1,176 Media Corps
    edited September 2014
    Thanks, all.

    Sarcasmdetector, I'm still not sure how to format line breaks on reddit. Without them it would be a very tough read.

    First off install and run RES (Reddit Enhancement Suite). it has a preview of whatever you are typing, making things easier.

    line breaks are done with double "enter".
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