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Best Strategy for Mirror Invasion?

pigeonofclaypigeonofclay Member Posts: 142 Arc User
edited November 2014 in Federation Discussion
I had not played this mission before, and after a couple of runs I am curious as to what the best method is to combat the horde of mirror ships attacking the station?

Now some will argue the best strategy is for everyone to have 30K+ DPS and vaporize everything in sight, though this has become more problematic given the increased HP and shields of the NPC ships (even in Normal).

So I am asking for some tips for the generic players in PUGs. Should you stick together?
Split up and take a solo approach on four sides (with one guarding the station)? Go in teams of 2 with one guarding the station?

Helpful suggestions would be much appreciated. :)
Post edited by pigeonofclay on

Comments

  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited October 2014
    Solo? No no no no no and again, no. Pair off, preferably one sci boat per pair.
    Sci boat hits the CC stuff like GW while the other man of the pair with the dps kills them, or at least drags the aggro off. The man in the sci boat then gets the rift (sci boats seal rifts much faster than other boats).

    The 5th man either assists or runs around sorting out the power. Cruisers do the power much faster, just like how sci boats are better at rifting.


    Basically, if you all solo it you will be overwhelmed. You probably won't be able to kill the spawns quickly enough, leading to you being interrupted by fresh spawns as you try to seal a rift. Add in more rifts spawning and it's a nightmare.


    Btw, don't forget to keep an eye on the map. The rifts will show on it, allowing you to highlight areas where clusters of rifts have formed so you can prioritize those areas.
    I need a beer.

  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited October 2014
    The mission is achievable, but only if you work together.

    Science vessels close portals faster.

    Engineering vessels repower the satellites faster.

    At the start of the mission it's vital to have the satellites up and running as soon as possible. It will require you repower them 2x each (or some grouping like that) to get the power necessary to end that phase of the mission.

    The best technique IMO is to have 2 science guys paired with a tac or engineer. Each team runs from portal to portal, with one drawing aggro while the sci drops the portal.

    A single cruiser can run from satellite to satellite turning them back on.

    Things that help:

    Cloaking
    Singularity Manipulation
    Intelligence skills
    Aceton Assimilators (to draw aggro)


    Draw the ships away from the portal, give them something to shoot at, then close the portal.

    The average mission will have 17-20 portals open, so don't waste time.

    Also - heal the starbase when you can. In Advanced, the death of the starbase ends the mission in a failure.

    Kind of like killing the player base will end this game.
  • pigeonofclaypigeonofclay Member Posts: 142 Arc User
    edited October 2014
    Thanks for taking the time to reply. Your tips confirm the strategy I thought would work best, but getting people to team up in a PUG is the difficult part.

    I will just try to stick to someone as best I can, depending on whether I'm flying a cruiser or science vessel. :)
  • vetteguy904vetteguy904 Member Posts: 3,937 Arc User
    edited October 2014
    yep the few runs I was in the other four paired up and i went after the satellites solo, they probably figured I could handle solo best being in a JHDC in one run and the Recluse in the other.
    sig.jpg
  • kintishokintisho Member Posts: 1,040 Arc User
    edited October 2014
    ehheheheheheh

    I solo turning on generators while thew rest pug about... 15k dps oddy, nothing spectacular and normal is easy...

    advanced, pair up with a sci being "escorted" by a cruiser or escort and again EZ

    Elite, well Im not lvl 60 yet.. so I cant wait to see that fiasco... (if available?)
  • sudoku7sudoku7 Member Posts: 2 Arc User
    edited October 2014
    kintisho wrote: »
    ehheheheheheh

    I solo turning on generators while thew rest pug about... 15k dps oddy, nothing spectacular and normal is easy...

    advanced, pair up with a sci being "escorted" by a cruiser or escort and again EZ

    Elite, well Im not lvl 60 yet.. so I cant wait to see that fiasco... (if available?)

    No Elite fiasco. Advanced is a nice jump though in pugs. Not really surprising there as it heavily benefits from teamwork with closing the rifts/starting the generators.
  • ruminate00ruminate00 Member Posts: 0 Arc User
    edited October 2014
    Scryer. 2x Intelligence Team. Close all of the portals on your own.
  • mithrosnomoremithrosnomore Member Posts: 390 Arc User
    edited November 2014
    There may be some tricks and builds that can break the basic mold, but as mentioned, I think that best way to go is for the second man in to get the rifts and/or activate the relay before helping finish off the ships that are in the immediate area.

    The rifts are where all the ships come from. The ships are what knocks down the station (and your ship's) health. They keep you from repairing the relays and building up the stations defenses. Everything starts with the rifts.

    That guy can handle those three ships all shooting at him for a few seconds while you close the rift.

    If you decide instead to help shoot the ships that are out there, then more can come in the meanwhile, and by the time you are through with those, more ships have appeared still.

    Get those rifts closed before you join the fight.

    Groups that get caught up in the "kill all the ships" mindset end up staying around the station and fighting off ships non-stop.

    If a boat springs a leak you have to plug the leak first. Same here. Plug the leak (the rifts) before you start trying to bail water (eliminate hostile ships).
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited November 2014
    No plan works in pugs. Just close rifts asap, and activate outlying defenses whenever you get a chance
  • sirokksirokk Member Posts: 990 Arc User
    edited November 2014
    FWIW

    The full Adapted MACO ship set has a Mask Energy Field ability to give your ship some temporary stealth.

    The Science ability Mask Energy Signature works even better, it also has up to +50% defense after decloaking.

    I haven't played MI this time yet, but I remember using Mask Energy Field last time.
    Star Trek Battles Channel - Play Star Trek like they did in the series!Avatar: pinterest-com/pin/14003448816884219Are you sure it isn't time for a "colorful metaphor"? --Spock in 'The Voyage Home'
    SCE ADVISORY NOTICE: Improper Impulse Engine maintenance can result in REAR THRUSTER LEAKAGE. ALWAYS have your work inspected by another qualified officer.
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