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Infected Ground Elite is it Impossible or Possible

skipper19777skipper19777 Member Posts: 9 Arc User
Ahoy to everyone I have a question and hopefully someone out there can help me, I have now been trying to get the Infected Ground Elite mission Optional for well it seems like forever, you can never do it with pugs and even when you do it with fleet members you always seem to be short on time say about 30 - 60 seconds.:mad:
My question is have they made Infected to damn hard or impossible to beat or can someone out there please tell me how to complete the mission in time any help in this would be grateful.
Thank you in advance.:)
Post edited by skipper19777 on

Comments

  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    Ahoy to everyone I have a question and hopefully someone out there can help me, I have now been trying to get the Infected Ground Elite mission Optional for well it seems like forever, you can never do it with pugs and even when you do it with fleet members you always seem to be short on time say about 30 - 60 seconds.:mad:
    My question is have they made Infected to damn hard or impossible to beat or can someone out there please tell me how to complete the mission in time any help in this would be grateful.
    Thank you in advance.:)

    Took me forever to find the trick and never done it on elite (failed at 8 out of 10 once) but part of the trick is sniper rifles or massive skill.

    It seems like a time race but it's largely about triggers and extreme ranged dps, as the Borg don't begin assimilating until you cross certain points.
  • mercenary4hiremercenary4hire Member Posts: 116 Arc User
    edited September 2012
    It's pretty hard. I only finished it a few times and never again. I don't really play much ground anymore though..
    The best advice is to get a good team together who knows what they're doing.
    [SIGPIC][/SIGPIC]
  • janetza#4790 janetza Member Posts: 0 Arc User
    edited September 2012
    Did it with 4 min. left on timer few days ago. It's not hard to do if team know what they are doing.
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  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited September 2012
    taut0u wrote: »
    Did it with 4 min. left on timer few days ago. It's not hard to do if team know what they are doing.

    Which means impossible with a PUG.
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited September 2012
    I never studied the exact trigger lines, but my rule of thump works.

    Take a sniper rifle and if you are close enough to target something, kill it until the room is clear before going further.

    It's still a bit tricky to clear the map within 15 minutes, so you might want to go in a couple kills before it is clear and do the rest with short range DPS weapons.

    This needs team coordination. People who take out the workers and people who draw fire away from them from remainign tac drones.

    You can't waste any time. Either kill stuff (afap) or move.
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  • theultimatefunkytheultimatefunky Member Posts: 8 Arc User
    edited September 2012
    taut0u wrote: »
    Did it with 4 min. left on timer few days ago. It's not hard to do if team know what they are doing.

    i agree m8, it is rly easy if with a decent team, in the EliteSTF channel just ask for players who want to help with IGE and mention you want the optional, most time iv had left on the clock after completing OP is 4 mins, thats 2 of us running in with PW rifles while the other 3 snipe and buff, but i would reccomend staying behind the "trigger lines" if you are not sure where these are just ask a fellow team member, 9/10 teams stay behind the trigger lines anyway so just stick with them :)http://www.stowiki.org/images/5/54/Infected_ground_optional.png that link will take you ro a pic of where all the trigger lines are for IGE, hope this helps :)
    [SIGPIC][/SIGPIC]
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    taut0u wrote: »
    Did it with 4 min. left on timer few days ago. It's not hard to do if team know what they are doing.

    I think one problem with this is that unlike pretty much every other optional, it means consulting external sites to even have a prayer. Well, about half the optionals are like that, really.

    "Knowing what you're doing" includes information that isn't determinable by any in-game logic or raw skill at playing the game or gear or information included in the actual game.

    Which is what makes most of the optionals "fail," both in practice and design, IMHO.

    Good MMO design I've encountered before in other games is generally common sense or something you learn through wipes. Don't stand in the fire. The pillar shields you from AoE. That kind of stuff. It's rarely designed around things like "Everyone needs sniper rifles" which has always ticked me off in STO.

    Even when you learn how to do something, it involves using this kit and not that kit or using this weapon and not that weapon rather than relying on live gameplay choices. And the stuff that winds up being a live gameplay choice winds up being an exploit, like the old Infected line of sight trick or knockbacks and cover shield in The Cure or, I assume, the 10% rule.

    One thing I never got was how cover shields were an exploit in The Cure but requiring sniper rifles and prohibiting melee on half the boss fights was design. This one thing that makes things easier if you use a certain piece of gear is an exploit but this other thing that forbids you from using the gear you own as you choose is design. IMHO, good design should be kit/gear independent.
  • thechugsterthechugster Member Posts: 12 Arc User
    edited September 2012
    Tachyon Harmonic is king of the quick infected run, cuts down the time on killing the trash mobs, had a fab run saturday night, got the optional and the last part of my mk12 gear with 2 Sci both running this skill, tried it yesterday with no sci and we missed the optional by about a minute
    Looking for a great fleet, then try the UFP/House of Kular, visit ufplanets.com for more info
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  • naharikajalnaharikajal Member Posts: 232 Arc User
    edited September 2012
    The Infected Ground Elite optional took me a lot of time and patience. But luckily with the help of a well skilled team I could finally get it. But I have to admit it's very hard and I failed a lot with 8/10.
  • mjaymor78mjaymor78 Member Posts: 0 Arc User
    edited September 2012
    Completed with almost 6 minutes left on the optional, we completed with almost 6 minutes left due to the team. Everyone knew their job and what needed be to done and when. Trigger lines we never broken until it was time to break them. Not one word was typed in chat and not one word was spoken over teamspeak about what to do in the mission.

    If you can get a team together that knows the mission and no one on the team needs to be reminded when to break the trigger lines and rescue, or when to pull the group to the team and everyone knows when not to use push back weapons; runs usually go well.

    Infected Ground Elite can be extremely easy, but can go completely wrong in a few seconds if one user breaks the trigger line when the team is not ready to enter the next room.

    All STFs can be easy depending on the team.

    Trigger Lines Map:
    http://www.stowiki.org/images/5/54/Infected_ground_optional.png

    Also, High Density Rifle can be more useful then Pulsewave if the user knows how to use them correctly.
    http://files1.guildlaunch.net/guild/library/226982/Off_Center_Shooting.jpg
    High Density Rifle has a better chance of pushing back an enemy and further back then a pulsewave rifle that can sometimes not push the enemy back at all.
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  • joenatljoenatl Member Posts: 0 Arc User
    edited September 2012
    I say no to Sniper Rifles, esp the Maco rilfe until the final boss. When you use the Maco rifle you knock the borg back, which then adds time for the team to get them unless the team is moving, but with trigger lines you can only move so much.

    I say split beams and a team who knows what they are doing. Also the rooms usually have 2 sets of borg, if you take out the first one and dont agro the second the team can get to work on the workers before the second set gets activated. With that split the team so 1/2 get the ensign and the other deflect the second group.

    Number 1 rule, when you can get to the trapped ensign GO. Dont all sit around looking at each other waiting for someone to go.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    mjaymor78 wrote: »
    Completed with almost 6 minutes left on the optional, we completed with almost 6 minutes left due to the team. Everyone knew their job and what needed be to done and when. Trigger lines we never broken until it was time to break them. Not one word was typed in chat and not one word was spoken over teamspeak about what to do in the mission.

    If you can get a team together that knows the mission and no one on the team needs to be reminded when to break the trigger lines and rescue, or when to pull the group to the team and everyone knows when not to use push back weapons; runs usually go well.

    Infected Ground Elite can be extremely easy, but can go completely wrong in a few seconds if one user breaks the trigger line when the team is not ready to enter the next room.

    All STFs can be easy depending on the team.

    Trigger Lines Map:
    http://www.stowiki.org/images/5/54/Infected_ground_optional.png

    Also, High Density Rifle can be more useful then Pulsewave if the user knows how to use them correctly.
    http://files1.guildlaunch.net/guild/library/226982/Off_Center_Shooting.jpg
    High Density Rifle has a better chance of pushing back an enemy and further back then a pulsewave rifle that can sometimes not push the enemy back at all.

    The frustrating part is that there is no in game representation of the trigger lines, nor does it make any sort of thematic sense.
  • skhcskhc Member Posts: 355 Arc User
    edited September 2012
    It's the most difficult optional in the sense that it's not intuitive and the optional is not part of the overall mission. You still need to kill the same things in the same way as the optional objective require in KAGE and CGE to complete the mission, it's just a case of time as to whether you get the optional objective on those. IGE is different though, you can complete the mission without saving a single crewman. But it's still very doable.

    To echo what's been said, learn the trigger lines with the maps, and attack the drones in the next room from behind the trigger line to draw them out and kill them without triggering the assimilation. The key is to completely avoid using knockbacks on the pull, especially sniper secondary fires. Using your secondary to hit something that's 45m away is no good if it's 55m away and still alive after you hit it. Even if you have a MACO rifle and need it equipped for set bonuses, just do not use the secondary fire on anything that's more than 15m away from you until you're in the boss room. The primary fire doesn't knockback (unless you have a gun with [KB] on it, in which case, get a different gun), so you can use that.

    Reiterate "no knockbacks" in team chat at the start of any attempt you make.

    I usually settle for pulling one mob of drones out of the room and then rushing it, with 3 going for the remaining drones and 2 rescuing the worker to save some time, but that's not strictly necessary if you do the pull quickly enough.
  • mjaymor78mjaymor78 Member Posts: 0 Arc User
    edited September 2012
    The frustrating part is that there is no in game representation of the trigger lines, nor does it make any sort of thematic sense.

    All you got to know is that there are trigger lines and if you look at the trigger line map it gives you a basic location to where they are and if you stay away from those basic areas you will be fine.

    I would rather not have in game representation of where the triggers are. What are we going to have them add next glowing yellow arrows on the floor to showing us where to go and stop. If they made it that easy it would not be as rewarding when you finally got the optional, I don't like things just handed to me without having to work for it and I would rather have a challenge, then making them easy and boring.
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  • portgazdportgazd Member Posts: 0 Arc User
    edited September 2012
    Usually with the people who i usually run with is that we use split beam rifles (specifically tetryon based), especially people running tactical toons and you can really buff up damage using the fire team kit. Best if you dont have use any weapons that have a knockback effect when you are trying to clear a room at a trigger line. it actually does slow things down when enemies are knocked back out of range.

    Engineering toons in our team use the enemy neutralization kit and keep the fabrication engineer kit on hand when we are at the trigger lines. For sci toons it's critically important to have tacyon harmonic. saves a **** load of time.

    With a room with 2 hostages we split into designated groups and each group saves a hostage.

    And forget about picking up loot, justs wastes precious seconds. (well if its a purple frop its a judgement call whether to pick it up).

    If people don't know the trigger lines, tell them to stay behind their teamates and don't follow any quantum shadows when they come out.
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  • cavaduscavadus Member Posts: 0 Arc User
    edited September 2012
    Pretty much impossible with a PUG and still a little challenging even with experienced squad members. The keys are tachyon harmonics and mine kits with a tac for cleanup.

    That composition will fly through IGE and easily get the optional every time assuming everyone knows WTF they're doing.
  • thedoctorblueboxthedoctorbluebox Member Posts: 749 Arc User
    edited September 2012
    IGE is not hard with a good group, /shrug Optional and all

    That's the key, a good group who knows what they are doing, knows the trigger lines, knows how to move quickly and knows where all the groups are and wants to accomplish it without any mistakes. A group who listens, and everyone is a team player and there are no Leroy Jenkins's. You get that, and you'll do the Optional just fine, including the end, no issues. I've done it plenty of times with optional with time left.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    mjaymor78 wrote: »
    All you got to know is that there are trigger lines and if you look at the trigger line map it gives you a basic location to where they are and if you stay away from those basic areas you will be fine.

    I would rather not have in game representation of where the triggers are. What are we going to have them add next glowing yellow arrows on the floor to showing us where to go and stop. If they made it that easy it would not be as rewarding when you finally got the optional, I don't like things just handed to me without having to work for it and I would rather have a challenge, then making them easy and boring.

    I don't think there need to be bright yellow lines. I just think it should make story sense or you should get a warning upfront like "Keep your distance from the Borg or they'll assimilate the crewmen even faster."

    It's arbitrary to any kind of internal logic.

    A well designed encounter, like I say, has a kind of world logic to it. Ie. stand in the fire/acid and you die. Hide behind the pillars to avoid AoE damage. Don't let the boss reach his super weapon console. Keep the bosses apart.

    Here the trigger lines are arbitrary. It might as well scream, "It's a game. Get over it and read the wiki for strategy tips."

    That's not how I like my dungeons designed.

    A good dungeon is like a haunted house, a roller coaster, starship earth at Disney World, tunnel of love. It's a themed ride. And if you go to Universal or Disney, you don't have characters screaming that it's a ride. You have an immersive intro. You swing by King Kong. You have actors and guides enhancing the experience past being a simple tilt o whirl at the county fair. You get invited to PLAY.

    The initial version of the STFs was better in some ways but was too long and tedious. The new versions are more exciting to play when they don't throw story out the window but I have forgotten why I'm even there and the rules all seem arbitrary and not very intuitive.

    A good dungeon guides you to feel out what to do without needing outside reference OR big yellow lines inside.
  • vesterengvestereng Member Posts: 2,252 Arc User
    edited September 2012
    It follows the same logic as space stf.

    You can trigger a bad scenario and no you don't get babied... of course not.

    It's a mystery that has to be solved not handed over


    I do know the trigger lines but ss someone said rule of thumb if they are within sniping range.
    And about that you can actually see the npcs standing around passively through your scope.
    Whereas if you trigger them they raise their arms.

    Once you fail it a few times you ought to be able to figure the mechanism out which is I think part of the fun and intended to be.

    The key is of course great dps, it won't help you if your pug is standing around with melee weapons, dual pistols and aren't using their kits and the sci is on his healer abilities.

    I'd say 1 sniper and 1 shotgun and bring some nades
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    http://img15.hostingpics.net/pics/428622vlc2012082001311665.jpg (I was playing the cat).

    9 minutes of pure rush with a full team of highly skilled players. :D

    Yes it's doable, but you'll never do it with pugs using miniguns, engs with turret kit, tacs with fire team kit and whatever odd or ridiculous builds you find in these queues.

    The main concern in STFs isn't players skill, it's player not using their abilities for the team (tacs not using tac initiative, engs using shields to save their TRIBBLE and not for the good of the team) and players not using the only kit you should use : scis with medic, engs with enemy neutratlization and tacs with squad leader. There is NO other way to beat the timers like we did. STFs have a very scripted path and leave no room for creativity, but still people try to be creative and will say that X is better, that you should use kit Y but you shouldn't. Just stick to what works best and if you don't like playing this way with these specific kits never hope for optionals. :)

    There are a few tricks people never use to get the optional. All tacs have to spam their security escorts when they reach the invisible lines, and you should send your clones to. Then ONE tac uses his tac initiative to restore the timers, and the escors & clones will be ready for the next invisible line. This way you can use the maco snipers without any issue since the whole room will be aggroed. I don't get why people fear the KB effect, it's never been an issue as long as you know how to play this stf.

    Also, get some skill and just kill the heavies before rushing, otherwise you're just wasting time. And if the heavies are running away for an unkown reason, rush, a skilled eng/sci can handle them all without any trouble.
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  • chalpenchalpen Member Posts: 2,207 Arc User
    edited September 2012
    i actually don't think the optional is suppose to be possible.
    i have 3 characters with full sets but only one has ever done the optional.
    I thought it was merely a macguffin
    Should I start posting again after all this time?
  • synthscanner#2101 synthscanner Member Posts: 470 Arc User
    edited September 2012
    I could help you get the optional first time, no problem. All you have to do, is be capable of listening, then following a few orders and playing at a time suitable for us both. :)
  • whopurrrwhopurrr Member Posts: 15 Arc User
    edited September 2012
    IGE optional is not that hard. IGE optional in a PUG is nigh to impossible. Lol

    Anyways, all 4 of my characters are elite commander and finished IGE multiple times. All u need is good teamwork.
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