Mirror Invasion Event. yay. Once again, we have to deal with Obisek. Without us propping him up at every turn, this banana republic general would only lead the Remans down to defeat against Tal Shiar 1st day recruits. Who are only armed with pointy sticks.
But I digress. Despite what I've posted so far, I do this Event because it allows me to replenish my Reputation Mark supply across all my chars. It isn't as efficient as the Breach but it is better than nothing. I miss the old Mirror Invasion. Where one had to defend a Starbase from four or five Terran Fleets. Now
that, that was a fight worthy of a warrior!
The new "improved" Mirror Invasion has some things people new to the game may not know. Or that some of us older players have forgotten. No matter. Just trying to help. So help an irascible old man out and spread the word I've posted below. A Copy/Paste from the STO Wiki.
Here it comes:
The group should work in teams of at least two. The first player in each team draws aggro; the second player interacts with rifts and power substations. Interaction is interrupted by taking damage; the interacter is well-served by having a cloaking device or other means to distract the enemy.
Destroying enemy ships is unnecessary; once a rift is closed or a power substation is activated, the team should immediately move on to the next target. Spending time destroying all enemy ships merely allows other rifts a chance to form and "grow," and more enemy ships to spawn, making completing the objectives that much more difficult.
Closing rifts is the first priority.
Players earn more Reputation Marks from closing Rifts than they'll ever earn from powering up Vauthil Station. Which, when it is powered up, destroys exactly ZERO Terran ships anyways. All it does is push them back. Without doing any damage to them. Time spent transferring power to Obisek's band of blind gunners is time which could be spent MUCH MORE profitably closing Rifts. Close more Rifts, get more Marks. Usually a sufficient amount to amply offset the paltry Bonus earned by giving power and time to a bunch of NPCs who contribute nothing to the fight.
One more time. Because it is worth repeating.
Closing Rifts is the first priority
Please pass this on to as many as possible. Because the smarter they are about playing STO, the more fun they'll have.
Thank you for your time and attention. Much appreciated.
A six year old boy and his starship. Living the dream.
Comments
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
But alas, it needs people to not AFK.
Got a decent PuG. Powered fully up the SB, closed 52 rifts and no damage.
I disagree based on personal experience. Was in a PUG where my Mogai followed a Vesta around. I shot and distracted and he closed. I think we did about the same number you mentioned. I prefer to close rifts and ignore the power sats for a reason. More Reputation Marks.
And I'm not at all surprised to see you using this thread as yet another way to bang the, "We hates AFKers! We hates them FOEVAH!" drum. Which is what you are really after all along. Isn't there some other thread somewhere you can sidetrack into your hobbyhorse?
Not my place to tell everyone else they're doing it wrong. Not my intent, either. Just offering some advice. Play how you want to play the event. In fact, I'm going to AFK it next time I play it just to see what the difference in Marks is. XD
Could be result of the account-unlock rewards. People play it much less now.
Have to agree with your assessment of the Account Wide unlocks. But I am running Mirror on every char. To stock up on Rep Marks on my chars who don't have any.
Some other things I find useful in Mirror Invasion. Not all of these are mine. Others have posted them on reddit/sto and elsewhere:
- The 8472 Counter Command T5 clicky thrown at Vauthil Station can save it from going down comepletely.
- I use my Rom Fleet Mogai to cloak/vape the first ships out of a Rift.
- The longer a Rift is active, the more powerful the ships are which come through it.
- If a player does enough DPS and can draw enough aggro, it is possible to solo a rift. But be quick about it.
- The more the merrier. I use Delta Reinforcements and Nimbus Distress Call as soon as they come off cooldown.
- Letting a team mate Respawn when you can save them is one less Rift closed. Which equals one less Rep Mark earned.
Rewards depends on how many AFK or fake a dc. One going mia is usually not a problem as long as you have folk willing to work more or less as a team, such as pulling ships off a sci to get the rifts closed faster.
Carrier pets seem to have been poked with the breaky stick again and are back to staying miles back from combat so a carrier needs to stick more to a quadrant to make sure they're with the pets.
Iconian rep t5 clicky can distract ships enough to get a rift closed, handy for the dreadnaught phase at the end.
It might help if the event was changed so that it required like 1000 event marks, with the amount of marks rewarded reflecting the number of rifts closed (stations powered up, station health, etc.). Then if everyone afked, it would take them longer than 14 days to gather enough event marks to complete the event project (possibly even not enough over the course of the whole event), but if everyone participated, it might take even less then 14 days.
My purpose in posting this was not to offer people a chance to speculate on how to to "make this Event better".
My purpose is to try and get people to play this Event better as it is right now.
I really do not care one bit if someone AFKs this Event. Or any other Event.
AFKing an Event does not happen nearly as often as some who post here would have readers of these forums believe.
Unless you have some technique or tactic you use regularly in this Event to improve the score, you are are not adding anything useful to this thread.
And if you are not adding anything useful to this thread then you are AFKing it.
And I like the improved setup. Now you can't shut all the rifts and sit still for 2-4 minutes. Used to be about 32 rifts and fight was over. Now they just keep popping up.
Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!
http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
Unfortunately most people will skip that because they want to be able to prelaunch hangars or simply not sit through it yet again for the nth time that day.
Tractor repulsors can do a decent job of pushing a bunch of ships away from a rift allowing it to be closed.
Feedback pulse is good for the escorts that sometimes spawn in pairs with rapid fire blazing away. The eps corruption from skill tree does as well but that really depends on the build. Most ships don't do much to the station but the escorts can shred it in pretty short time.
Posting a giant thread that has a TL:DR of "PuGgies, play this mission as the designers designed it to be played", especially if you are in a science ship - is either preaching to the choir, or a stealth request to have the mission's design... edited... to "encourage" a "play this mission as designed".
Yakodym obviously saw the second part of my statement...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
As to other tactics that I'd wished were passed on... If you're approaching a skirmish where someone already has all the aggro with a rift nearby you're not helping much by not first trying to close that rift before entering the skirmish. Secondly please ignore the end boss until all the rifts are closed - I've *never* seen it defeated before they're all closed.
At least the terrans don't gain xp and level up from stupid deaths.
Some rifts at the start of the game can be closed even before any ships come through - All it takes is to take a guess where the portals might pop up (usually around sats or in between them). At least one player should be able to close a rift this way.
Aceton Assimilators are great here. They have good cooldown and are fairly reliable at grabbing aggro long enough to solo a rift. Other abilities that spawn shootables can also be used in a pinch, but they usually have much longer cooldowns.
At the early stages of a rift, the ships it spawns tend to go straight for the station, not leaving a guard behind and being fairly oblivious to ships sneaking behind and closing the rift, adding a few other opportunities to solo a rift.
^ This. If they nerf'd the ship xp in this event like in some other ques... I'd be watching youtube for the 1st 15 mins or so.
I just don't go near them.
I just shoot at the ships and wait for a lull to close the rifts.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
I wouldn't bother doing it at all. I mean, you can only store so much gear everywhere.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
A serious well placed mega-well can suck up half the map, even in its post-S13 nerf state. Then get some good torps mixed into that vortex and a tonne of other AOE's and you can wipe most ships in one go, leaving large swathes of the map clear.
I do find that you should be able to both close rifts and power satellites fairly easily with some sensible piloting though.
1) When powering the satellites you can hide behind them to avoid interruptions if you are a small(ish) ship.
2)When a rift spawns, wait a few seconds and the first wave will pop through. They'll immediately make a bee-line for the station so you can flank them and either ignore them or shoot them in the back; easy kills. Then close the rift with ease.
I like to get the fighters out from the station early on as they can pester all the little frigates and there's swarms of the buggers too.
The overload blast wave upgrade is a royal pain in the TRIBBLE though so i'd recommend ignoring it until later as it does no damage but ruins things like grav well, tyken's rifts, firing arcs etc; all making killing things harder as they get blown out of your arc/damage area.
Oh and to avoid those interruptions when shutting rifts etc grab yourself the trait from the Pathfinder class, it grants temp hitppoints that means you won't get stopped when closing a rift etc. A few other things do this too (attack pattern mastery i think?)
I mean all the stuff you get from turning in the Trinkets. It just got to be too big a pile.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin