A fun thing doing this in a B'rel retro was to deploy an Aceton assimilator to draw off the ships around the rifts then using DP Beta-3 with choice of mines the cloaking tractor mines and quantums worked well, also have seen web mines used very effectively, then fly to the opposite side of the rift staying just inside the 7km activation bubble to shut down the rifts and power the the stations.
Found this strategy today:
One player -"Let's split in two groups"
Me - "OK" (then said I'll go right)
A few seconds later I'm engaging the mirror ships and look around: I'm alone...
So, guys the stategy of spliting into two groups is: You, one side, everyone else, the other side...
I did that too.
But I just got an idea for a rift-closing strategy. I'll have to try it out.
Will let people know if it works. And save my dignity if it doesn't.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
Just wondering if anyone else has tried & experienced this:
On a couple of my Romulan toons using Singularity Core powered ships I just wait till i can acivate my Quantum Absorption. It seems while this skill is active I can shut-down portals &/or power-up the defenses even if getting hit with energy &/or kinetics. The key it not to be firing myself.
I apologize if this has been mentioned/discussed already. Was just curious if any ohers have this experience?
Good luck & good hunting!
Interesting. Perhaps it's not taking fire but taking hull damage that interrupts the progress bar? Thus if you can prevent hull damage, you also prevent the timer from being reset? I've noticed that if any enemy fires at you and misses it doesn't do anything.
I've been running Elite with PESTF groups today, and "everybody run around and do whatever" seems to be a workable strategy when you have a decent group. It actually seems this mission doesn't really need a lot of coordination as long as the individual players are fairly strong. I'm a little disappointed, actually.
You guys need to do normals, it's way more fun.
Today had another "funny one", I don't know, maybe it's me, not everyone else (although I'm doing the event in 6 characters and the other 5 turned up alright, and I'm still me). Again found myself alone (people just don't like me I guess), both closing rifts and powering up the relays when all of the sudden I see the message reporting the station is down to 80. I go "what the hell???". I rush to it - now at less than 40 - and there's mirror ships everywhere. I tell you, everywhere!! I could not see the station. I changed the cruiser command to draw fire while firing at everything I could and healing the station at the same time which obviously didn't work as the damage was already done and my heals were inferior to the amount of damage it was taking. The best I could do was not to die - still wondering how, considering how many ships there were. Fortunately the time expired and phase two began.
There you go, fun.
And huh, I'm guessing the strategy one that one was: do nothing until time runs out.
Just wondering if anyone else has tried & experienced this:
On a couple of my Romulan toons using Singularity Core powered ships I just wait till i can acivate my Quantum Absorption. It seems while this skill is active I can shut-down portals &/or power-up the defenses even if getting hit with energy &/or kinetics. The key it not to be firing myself.
I apologize if this has been mentioned/discussed already. Was just curious if any ohers have this experience?
Interesting. Perhaps it's not taking fire but taking hull damage that interrupts the progress bar? Thus if you can prevent hull damage, you also prevent the timer from being reset? I've noticed that if any enemy fires at you and misses it doesn't do anything.
Actually the thing with QA is that your actual ship and shields aren't taking damage. The Quantum field is taking the damage for you. That's why you can heal yourself while still getting hammered if you use QA. And interaction only breaks when YOU take damage, so if the Quantum field is taking damage, you technically aren't getting hit, so you technically can interact without any issues.
Gotta love the little finer points of things.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Closing the portals is a pain in the rear. I found it easy that if you got 9K+ dps, you can just shoot the ships down as they spawn and forget about the portals.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Closing the portals is a pain in the rear. I found it easy that if you got 9K+ dps, you can just shoot the ships down as they spawn and forget about the portals.
This won't work. I had to recognize that rifts are reproducing. When a rift reaches its max, a new rift is created. This explains my experience of 20 to 30 closed rifts in the first 11 mins.
Closing the portals is a pain in the rear. I found it easy that if you got 9K+ dps, you can just shoot the ships down as they spawn and forget about the portals.
That doesn't work on MIE. It also gets to the point where the portals get larger and larger, and eventually start to spawn typhoons, and then it increases in frequency to the point where they're crapping out typhoons every minute. Not fun. CLOSE THEM.
This won't work. I had to recognize that rifts are reproducing. When a rift reaches its max, a new rift is created. This explains my experience of 20 to 30 closed rifts in the first 11 mins.
Never seen this. But eh, guess it's conceivable.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Closing the portals is a pain in the rear. I found it easy that if you got 9K+ dps, you can just shoot the ships down as they spawn and forget about the portals.
They aren't hard at all to close if there is just a little bit of planning. One person pull aggro. The other person comes in behind, specifically doesn't shoot anything, just closes, then takes a moment to help with mop-up (if needed) before on to the next. You end up with 25 closed with 5 minutes left and nothing to do but hang out and wait on the timer. I'd much rather have a bit of boredom then some swirling melee of 20 ships shooting at the station and costing marks, especially when flying with all the people who queue for Elite but really shouldn't. No need to propagate bad habits after all.
This won't work. I had to recognize that rifts are reproducing. When a rift reaches its max, a new rift is created. This explains my experience of 20 to 30 closed rifts in the first 11 mins.
This would explain why I see them clustered so often.
It seems to me to go best when one person focuses on activating the power relays to get the station to level 5, while the other four split up and concentrate on closing rifts.
I'm starting to come to the conclusion that the Vesta is uniquely suited to this mission. I seem to have the easiest time doing it when I'm on my Sci captain with her Vesta. It has the DPS to clear an area if necessary, especially with GW3. Then I get the faster rift closing to boot. If I hook up with another high DPS ship and focus on closing rifts, we get done in record time. Then everybody flies around in circles (seriously, if you're done it should just let you move on). I'm thinking about outfitting a Vesta for my Tac captain to make things easier for him too.
The quantum absorption thing is interesting too. I'll have to try that on my Rom.
I'm starting to come to the conclusion that the Vesta is uniquely suited to this mission. I seem to have the easiest time doing it when I'm on my Sci captain with her Vesta. It has the DPS to clear an area if necessary, especially with GW3. Then I get the faster rift closing to boot. If I hook up with another high DPS ship and focus on closing rifts, we get done in record time. Then everybody flies around in circles (seriously, if you're done it should just let you move on). I'm thinking about outfitting a Vesta for my Tac captain to make things easier for him too.
The quantum absorption thing is interesting too. I'll have to try that on my Rom.
The quantum absorption works perfectly on my D'Deridex but it doesn't work on my Scimitar. I have no idea why. I am considering it may have to do with the pets, but it's very hard to come to a conclusion especially beacuse they are also different toons.
But on the D'Deridex, yep, perfect. Hit quantum absorption, close rift, fire at will, boom go the ships, move to the next.
Too bad for the cooldown.
I'm finding most ships do just fine, but the Chel'gret seems to really shine. You move on a rift, hit GW1, TT1, CSV1, APB3, and then melt whatever just came through. Then close the rift, move on to the next one, rinse and repeat. And if a Typhoon pokes it's nose through? TT1, CRF1, APB3... what Typhoon?
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Now that the event is live, I'm curious what everybody thinks the optimum strategy for attacking the mission is.
Option A "Four Quadrants": One player goes toward the power stations in each corner, the fifth goes to the base to guard and heal (call what you want at the start of the mission). The four corners are responsible for getting their power station online, and closing as many rifts in their quadrant of the map as they can while attacking the mirror ships. This strategy is aggressive, and will largely depend on if the average player can survive unassisted (especially in the Elite queue).
Anybody have any further thoughts? These strategies are just the first things off the top of my head, and very much open to revision or being thrown out in favor of something better.
Sort of this. ^
4 Players take a corner power gen and call their corner. If a gen is offline and there are no ships in interrupt range, first turn on the gen. They patrol the sides left and right of their gen. ie. NW closes rifts on North and on West. 5th player floats, and goes to help whatever side needs help the most. Their priority is first to close a rift (because by definition they dont have agro, the guy in trouble does). Floater should also "pin" the station as their focus just in case it's taking damage from typhoon spam that nobody saw.
Where the subtle difference is: Each rift is "seen" by 2 players (3 if the floater joins), rather than just one eg a rift on north is seen by NW and NE. This means if someone derps a fight, the "system" doesnt immediately fall apart, and the rift is closed well before its big enough for typhoons to be spawned. Furthering the example, if NE and NW are both covering a N rift of doom, E and W are still covered by SW and SE, and if they have any common sense and not much to do, they'll turn on the NE and NW gens "while they're in the area" so that NE and NW guard have even less to think about.
It basically comes down to this: it is rediculously trivial to keep the map under control if you keep on top of them while they're small. To the point where you will all be afk reading a book/doing your nails etc for the last minutes of the forced timer. Crushing the rifts while they're small means nobody needs to move far from their generator. Travelling to the generator is a much bigger time sink than interacting with it to activate it (something people forget when crying "omg, i'm in a cruiser, i should fly around the map doing nothing but turning the power gens on!!!111!!!").
In part 2, scatter to each escape rift and close them, early finishers help the others. It can sometimes be helpful to TBR the dread away from the station, as once in a blue moon they do some spikey damage to it.
btw, has anyone gone higher than 83 marks yet? My prediction is that 90ish should be for 45+ closed rifts or thereabouts. I've not yet taken a zomg dps group in there to test it.
Doing my dailies with a freind of mine, We have found that a Ody Operations Cruiser (With 3 set) and a Sci-Vesta make a very good combination. He could close down the rifts, I could draw the aggro easily enough, allowing him to close the rifts painlessly, and with the cruiser commands and my separated chevron's gravity well 3 helped hold groups together too.
I guess this tactic works with any Cruiser/Sci combination.
Personally, i think Escorts should be able to activate the power relays the quickest, Considering they can move and turn much quicker than the others, And Covering the Science ships is a much more useful thing for cruisers to be doing.
It basically comes down to this: it is rediculously trivial to keep the map under control if you keep on top of them while they're small. To the point where you will all be afk reading a book/doing your nails etc for the last minutes of the forced timer. Crushing the rifts while they're small means nobody needs to move far from their generator. Travelling to the generator is a much bigger time sink than interacting with it to activate it (something people forget when crying "omg, i'm in a cruiser, i should fly around the map doing nothing but turning the power gens on!!!111!!!").
I think this is really the key. Early on people thought the type of ship coming through depended on mission time or what "Tier" you were on. What we know now is that individual rifts mature, so it's more important to catch them while they're young and keep up with it. Power generators can be activated as you have time to do so. If you keep the rifts controlled, you don't need the station defenses as much. If you clear the rifts and the defenses aren't at level 5, you can finish activating them during your idle minutes before the Dread shows up.
A couple of things that seem to work for closing rifts while they're defended... assuming you don't fly in guns blazing.
#1 The T5 Romulan Rep ability - Ideally use before getting in range of the defenders
#2 The Vesta Quantum "Bubble" ability - Use at will
Both effectively stop you from getting shot at/taking damage and still allow you to interact with the rift. I did have some issues with this, so I'm not sure how reliably this works. Probably just me doing stupid stuff and not paying enough attention... they should work.
If anyone can confirm this, please weigh in.
Untested: Photonic Displacement
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
A couple of things that seem to work for closing rifts while they're defended... assuming you don't fly in guns blazing.
#1 The T5 Romulan Rep ability - Ideally use before getting in range of the defenders
#2 The Vesta Quantum "Bubble" ability - Use at will
Both effectively stop you from getting shot at/taking damage and still allow you to interact with the rift. I did have some issues with this, so I'm not sure how reliably this works. Probably just me doing stupid stuff and not paying enough attention... they should work.
If anyone can confirm this, please weigh in.
Untested: Photonic Displacement
I've noticed one thing that poses a problem. Some of the sci ships use photonic shockwave torpedos. I can't seem to find any way to get those to not interrupt the timer.
The quantum absorption works perfectly on my D'Deridex but it doesn't work on my Scimitar. I have no idea why. I am considering it may have to do with the pets, but it's very hard to come to a conclusion especially beacuse they are also different toons.
But on the D'Deridex, yep, perfect. Hit quantum absorption, close rift, fire at will, boom go the ships, move to the next.
Too bad for the cooldown.
Quantum absorption have always worked perfectly fine on my Scimitar ... which pets have you got?
I'm finding most ships do just fine, but the Chel'gret seems to really shine. You move on a rift, hit GW1, TT1, CSV1, APB3, and then melt whatever just came through. Then close the rift, move on to the next one, rinse and repeat. And if a Typhoon pokes it's nose through? TT1, CRF1, APB3... what Typhoon?
I am using the Chel Grett with my Klingon tac ... the Chel Grett is a sci-tac ship, therefore it closes rifts faster and it's a fast good-turning powerful ship ... here's why ...
btw, has anyone gone higher than 83 marks yet? My prediction is that 90ish should be for 45+ closed rifts or thereabouts. I've not yet taken a zomg dps group in there to test it.
I've made 3 runs with the 10k DPS channel guys and we always hit 83 marks.
Once, we finished closing all of the rifts about 1 minute before the clock deadline ... and during that minute no rift at all spawned so I guess 83 is the maximum.
20 rifts closed is the max you get credit for isn't it?
It is on regular anyway.
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
The fun thing is I seen to get lower results with every run.
The first few days the event worked just fine with randoms, even on elite.
But it gets more painful with every day, because it seems most people decide its a good idea to ignore the rifts. Just yesterday the station got knocked out on 6 of 7 runs on NORMAL.
And usually with aboout 7- 10 rifts closed, 5-8 of those closed by me.
I mean the mission is not all that complicated, but it seems it be to much for the average player
That makes the daily grind kind of frustrating.
Yesterday I was actually thinking at some point that I should just cloak , watch tv and wait for the dreadnought, the results couldn't have been worst.
Too many Kirks just circling around in groups doing the power generators only, and totally ignoring the rifts belching out Typhoons which wreck the station.
The fun thing is I seen to get lower results with every run.
The first few days the event worked just fine with randoms, even on elite.
But it gets more painful with every day, because it seems most people decide its a good idea to ignore the rifts. Just yesterday the station got knocked out on 6 of 7 runs on NORMAL.
And usually with aboout 7- 10 rifts closed, 5-8 of those closed by me.
I mean the mission is not all that complicated, but it seems it be to much for the average player
That makes the daily grind kind of frustrating.
Yesterday I was actually thinking at some point that I should just cloak , watch tv and wait for the dreadnought, the results couldn't have been worst.
Actually in the first PUG runs I did, I was the only one powering up generators ... anyway consider that after powering up generators you can go and close some rifts which open nearby ...
A good DPS and team coordination get the job done ... if you see semone going to the generator, head to another one or to a rift ( unless this someone is not even powering up the generator and just going for the enemies lol ).
20 rifts closed is the max you get credit for isn't it?
It is on regular anyway.
Good news is that I did a run with the 10k channel guys and we closed 26 rifts 3 minutes before the time expired ... and no rift opened afterwards so I guess 26 is maximum.
Bad news is that we got 74 marks ... bug?
A couple of things that seem to work for closing rifts while they're defended... assuming you don't fly in guns blazing.
#1 The T5 Romulan Rep ability - Ideally use before getting in range of the defenders
#2 The Vesta Quantum "Bubble" ability - Use at will
Both effectively stop you from getting shot at/taking damage and still allow you to interact with the rift. I did have some issues with this, so I'm not sure how reliably this works. Probably just me doing stupid stuff and not paying enough attention... they should work.
If anyone can confirm this, please weigh in.
Untested: Photonic Displacement
I can confirm the Vesta Bubble does work. Used it several times without a hitch.
Both effectively stop you from getting shot at/taking damage and still allow you to interact with the rift. I did have some issues with this, so I'm not sure how reliably this works. Probably just me doing stupid stuff and not paying enough attention... they should work.
The annoying interrupt is caused by taking even a single point of hull damage. Anything which prevents you from taking hull damage will prevent interruption.
This includes:
Besta Shield
Voth Immunity Matrix
Team Fortress
Quantum Absorb
Polarize Hull vs. Tractor Beams
Other Useful Tools, although not bulletproof:
AMS
Acetone Assimilator
Scramble Sensors
Barrier Field
Photonic Displacer
I have hastily assembled Dyson Sci ships that include no weapons, just EPTE and, and as much of the above list as I can cram on without having to pay for it, for all the toons that are being forced to attend by the annoying time limit, and just fly like a bat out of hell and close rifts under fire using one or more of the above. That build got us a nearly perfect score: 98 marks, in a PUG.
Running this on several AVs KDF, rom, and Fed.
My Mogh has both the fire power and speed to clear some space and activate a generator. But I can't clear an area and close a rift before another wave comes in and taps me.
Best combat wise has been my precious Atrox handling a half dozen Typhoons. (Seriously you get nothing on map or storms of Typhoons, nothing in the middle it seems.)
And the best tactics I have seen out of all of this is two man teams clear a rift and close it.
Then you get to make circuits flying as fast as you can around the relays.
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
Good news is that I did a run with the 10k channel guys and we closed 26 rifts 3 minutes before the time expired ... and no rift opened afterwards so I guess 26 is maximum.
Bad news is that we got 74 marks ... bug?
Did you beat the boss in time? Was the station damaged at all?
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Comments
I did that too.
But I just got an idea for a rift-closing strategy. I'll have to try it out.
Will let people know if it works. And save my dignity if it doesn't.
Link: How to PM - Twitter @STOMod_Bluegeek
My character Tsin'xing
Today had another "funny one", I don't know, maybe it's me, not everyone else (although I'm doing the event in 6 characters and the other 5 turned up alright, and I'm still me). Again found myself alone (people just don't like me I guess), both closing rifts and powering up the relays when all of the sudden I see the message reporting the station is down to 80. I go "what the hell???". I rush to it - now at less than 40 - and there's mirror ships everywhere. I tell you, everywhere!! I could not see the station. I changed the cruiser command to draw fire while firing at everything I could and healing the station at the same time which obviously didn't work as the damage was already done and my heals were inferior to the amount of damage it was taking. The best I could do was not to die - still wondering how, considering how many ships there were. Fortunately the time expired and phase two began.
There you go, fun.
And huh, I'm guessing the strategy one that one was: do nothing until time runs out.
Actually the thing with QA is that your actual ship and shields aren't taking damage. The Quantum field is taking the damage for you. That's why you can heal yourself while still getting hammered if you use QA. And interaction only breaks when YOU take damage, so if the Quantum field is taking damage, you technically aren't getting hit, so you technically can interact without any issues.
Gotta love the little finer points of things.
This won't work. I had to recognize that rifts are reproducing. When a rift reaches its max, a new rift is created. This explains my experience of 20 to 30 closed rifts in the first 11 mins.
That doesn't work on MIE. It also gets to the point where the portals get larger and larger, and eventually start to spawn typhoons, and then it increases in frequency to the point where they're crapping out typhoons every minute. Not fun. CLOSE THEM.
Never seen this. But eh, guess it's conceivable.
They aren't hard at all to close if there is just a little bit of planning. One person pull aggro. The other person comes in behind, specifically doesn't shoot anything, just closes, then takes a moment to help with mop-up (if needed) before on to the next. You end up with 25 closed with 5 minutes left and nothing to do but hang out and wait on the timer. I'd much rather have a bit of boredom then some swirling melee of 20 ships shooting at the station and costing marks, especially when flying with all the people who queue for Elite but really shouldn't. No need to propagate bad habits after all.
My character Tsin'xing
The quantum absorption thing is interesting too. I'll have to try that on my Rom.
The quantum absorption works perfectly on my D'Deridex but it doesn't work on my Scimitar. I have no idea why. I am considering it may have to do with the pets, but it's very hard to come to a conclusion especially beacuse they are also different toons.
But on the D'Deridex, yep, perfect. Hit quantum absorption, close rift, fire at will, boom go the ships, move to the next.
Too bad for the cooldown.
Sort of this. ^
4 Players take a corner power gen and call their corner. If a gen is offline and there are no ships in interrupt range, first turn on the gen. They patrol the sides left and right of their gen. ie. NW closes rifts on North and on West. 5th player floats, and goes to help whatever side needs help the most. Their priority is first to close a rift (because by definition they dont have agro, the guy in trouble does). Floater should also "pin" the station as their focus just in case it's taking damage from typhoon spam that nobody saw.
Where the subtle difference is: Each rift is "seen" by 2 players (3 if the floater joins), rather than just one eg a rift on north is seen by NW and NE. This means if someone derps a fight, the "system" doesnt immediately fall apart, and the rift is closed well before its big enough for typhoons to be spawned. Furthering the example, if NE and NW are both covering a N rift of doom, E and W are still covered by SW and SE, and if they have any common sense and not much to do, they'll turn on the NE and NW gens "while they're in the area" so that NE and NW guard have even less to think about.
It basically comes down to this: it is rediculously trivial to keep the map under control if you keep on top of them while they're small. To the point where you will all be afk reading a book/doing your nails etc for the last minutes of the forced timer. Crushing the rifts while they're small means nobody needs to move far from their generator. Travelling to the generator is a much bigger time sink than interacting with it to activate it (something people forget when crying "omg, i'm in a cruiser, i should fly around the map doing nothing but turning the power gens on!!!111!!!").
In part 2, scatter to each escape rift and close them, early finishers help the others. It can sometimes be helpful to TBR the dread away from the station, as once in a blue moon they do some spikey damage to it.
btw, has anyone gone higher than 83 marks yet? My prediction is that 90ish should be for 45+ closed rifts or thereabouts. I've not yet taken a zomg dps group in there to test it.
I guess this tactic works with any Cruiser/Sci combination.
Personally, i think Escorts should be able to activate the power relays the quickest, Considering they can move and turn much quicker than the others, And Covering the Science ships is a much more useful thing for cruisers to be doing.
I think this is really the key. Early on people thought the type of ship coming through depended on mission time or what "Tier" you were on. What we know now is that individual rifts mature, so it's more important to catch them while they're young and keep up with it. Power generators can be activated as you have time to do so. If you keep the rifts controlled, you don't need the station defenses as much. If you clear the rifts and the defenses aren't at level 5, you can finish activating them during your idle minutes before the Dread shows up.
#1 The T5 Romulan Rep ability - Ideally use before getting in range of the defenders
#2 The Vesta Quantum "Bubble" ability - Use at will
Both effectively stop you from getting shot at/taking damage and still allow you to interact with the rift. I did have some issues with this, so I'm not sure how reliably this works. Probably just me doing stupid stuff and not paying enough attention... they should work.
If anyone can confirm this, please weigh in.
Untested: Photonic Displacement
Link: How to PM - Twitter @STOMod_Bluegeek
My character Tsin'xing
Once, we finished closing all of the rifts about 1 minute before the clock deadline ... and during that minute no rift at all spawned so I guess 83 is the maximum.
It is on regular anyway.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
The first few days the event worked just fine with randoms, even on elite.
But it gets more painful with every day, because it seems most people decide its a good idea to ignore the rifts. Just yesterday the station got knocked out on 6 of 7 runs on NORMAL.
And usually with aboout 7- 10 rifts closed, 5-8 of those closed by me.
I mean the mission is not all that complicated, but it seems it be to much for the average player
That makes the daily grind kind of frustrating.
Yesterday I was actually thinking at some point that I should just cloak , watch tv and wait for the dreadnought, the results couldn't have been worst.
A good DPS and team coordination get the job done ... if you see semone going to the generator, head to another one or to a rift ( unless this someone is not even powering up the generator and just going for the enemies lol ). Good news is that I did a run with the 10k channel guys and we closed 26 rifts 3 minutes before the time expired ... and no rift opened afterwards so I guess 26 is maximum.
Bad news is that we got 74 marks ... bug?
I can confirm the Vesta Bubble does work. Used it several times without a hitch.
[SIGPIC][/SIGPIC]
Campaign: The Battle of Neverwinter - NWS-DOQXFA4ZD
Prologue: A not so simple plan - NW-DCJG75B9D
This includes:
Besta Shield
Voth Immunity Matrix
Team Fortress
Quantum Absorb
Polarize Hull vs. Tractor Beams
Other Useful Tools, although not bulletproof:
AMS
Acetone Assimilator
Scramble Sensors
Barrier Field
Photonic Displacer
I have hastily assembled Dyson Sci ships that include no weapons, just EPTE and, and as much of the above list as I can cram on without having to pay for it, for all the toons that are being forced to attend by the annoying time limit, and just fly like a bat out of hell and close rifts under fire using one or more of the above. That build got us a nearly perfect score: 98 marks, in a PUG.
My Mogh has both the fire power and speed to clear some space and activate a generator. But I can't clear an area and close a rift before another wave comes in and taps me.
Best combat wise has been my precious Atrox handling a half dozen Typhoons. (Seriously you get nothing on map or storms of Typhoons, nothing in the middle it seems.)
And the best tactics I have seen out of all of this is two man teams clear a rift and close it.
Then you get to make circuits flying as fast as you can around the relays.
Originally Posted by pwlaughingtrendy
Network engineers are not ship designers.
Nor should they be. Their ships would look weird.
Did you beat the boss in time? Was the station damaged at all?
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."