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'To Hell With Honor' for a new player

tagentagen Member Posts: 545 Arc User
Hello, all. Looking for some advice here.

If a new player comes in and wants to run the 'To Hell With Honor' TFO, would starting a Jem'hadar be effective at all right off the bat? Mk XII gear isn't exactly top of the line, but it isn't bad for most missions. This TFO might be another beast entirely, though. Especially if you get trapped by turrets or swarmed by enemy ships.

If it isn't enough to be effective, I am looking for tips on either running the TFO "carefully" (for instance, I found that in less powerful ships, clearing turrets from an edge of a crater makes for a good fighting position), or quick ways to upgrade to gear that will make for a better run.

Thanks for any help! :)
Post edited by baddmoonrizin on

Comments

  • foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    This is a normal queue so mk 12 gear is more than enough. The issues people have are either the annoyance of getting stuck fighting turrets or they get too much aggro and die.

    Stick to single target BOFF abilities if you doubt yourself, you'll wipe turrets quickly enough and should not get too much attention from the large hordes. Definitely stay away from FAW, but you might be okay with CSV. Torpedo spreads might be an issue, but they do generally pair well with CSV.

    Also try and buddy up with someone, being alone is sure to get the attention of everything nearby.
  • davefenestratordavefenestrator Member Posts: 10,661 Arc User
    edited September 2020
    Yes, don't go off on your own to try to solo one of the ship hangars and you'll be fine. Also, pay attention to your shields and hull, and use your heals since the turrets will keep pecking away at them.
  • nixie50nixie50 Member Posts: 1,343 Arc User
    without seed boosts, you won't be that much help in taking the points, but since the points repeat, you CAN be useful in taking out turrets in between
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  • phoenixc#0738 phoenixc Member Posts: 5,841 Arc User
    Since the scenario scales you really don't even have to have MKII gear, just good gear that is up to your level. A player with higher level characters could craft VR quality gear which would help too.

    Also, some of the episodes have good gear drops, like the resonant and trilithium laced stuff for phasers and the Martok and Nausican gear for Disruptor (there are other ones for other energies but those are the ones that come to mind most readily).
  • edited September 2020
    This content has been removed.
  • tagentagen Member Posts: 545 Arc User
    This is a normal queue so mk 12 gear is more than enough. The issues people have are either the annoyance of getting stuck fighting turrets or they get too much aggro and die.

    Stick to single target BOFF abilities if you doubt yourself, you'll wipe turrets quickly enough and should not get too much attention from the large hordes. Definitely stay away from FAW, but you might be okay with CSV. Torpedo spreads might be an issue, but they do generally pair well with CSV.

    Also try and buddy up with someone, being alone is sure to get the attention of everything nearby.

    Thanks. There are two of us that were pretty much sticking together, but it was slow going with the turrets and not many speed boost abilities that can be used in combat. Learned pretty quickly that torpedo spreads were a bad move, especially in the rift fights. :)
    Yes, don't go off on your own to try to solo one of the ship hangars and you'll be fine. Also, pay attention to your shields and hull, and use your heals since the turrets will keep pecking away at them.

    That was a mistake we made. With the timers counting down on 3 bases at once, we figured it would be best to split off to hit different ones than the rest of the group. Turret aggro kept us slowed to a crawl, though, so sticking closer together to make better time is probably going to be the plan from now on.
    nixie50 wrote: »
    without seed boosts, you won't be that much help in taking the points, but since the points repeat, you CAN be useful in taking out turrets in between

    Good point. We were only thinking of the direct objectives. Clearing turrets could make things better later on, though, so we will feel at least somewhat useful. Thanks.
    Since the scenario scales you really don't even have to have MKII gear, just good gear that is up to your level. A player with higher level characters could craft VR quality gear which would help too.

    Also, some of the episodes have good gear drops, like the resonant and trilithium laced stuff for phasers and the Martok and Nausican gear for Disruptor (there are other ones for other energies but those are the ones that come to mind most readily).

    I'll check to see what I can craft, but we will probably look to get gear sets from episodes for a somewhat coherent build. At least initially. Thanks.
  • crm14916crm14916 Member Posts: 1,532 Arc User
    Gear you craft is great, but you have to continue to craft new stuff every ten levels or you have to spend a small fortune upgrading.

    Like you mentioned, pick a damage type and run the missions that award those weapons. Most of the rewards can be freely upgraded. Like Scylla and Charybdis for phaser...

    Just my thoughts...
    CM
    "Equipped with his five senses, man explores the universe around him and calls the adventure science." - Edwin Hubble
  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    Wingman concept works well here. Pick a team mate out. Move when they move, stop when they stop, shoot at whatever they're shooting at.

    Situational awareness versus the turrets. Position yourself so only one or two turrets can shoot at you at a time. Use the terrain to mask turrets you're not engaging. The small walkers are just somewhat mobile turrets. Their biggest threat to you are the missile swarms they launch.

    Engage targets from maximum ranges. DO NOT fly over the center of the craters unless: 1) your Hull Regen rate is very high and you don't mind drawing aggro. 2) you can destroy two or more targets with one firing pass.

    AoE weapons are your friend. Grav Well doesn't work against the small walkers but there are plenty of other attacks which do.

    Focus on survival rather than carrying the team. Your DPS is exactly zero when you are waiting out the Respawn timer. Don't be afraid to move out of the engagement envelope to repair if you have to.


    A six year old boy and his starship. Living the dream.
  • davefenestratordavefenestrator Member Posts: 10,661 Arc User
    crm14916 wrote: »
    Gear you craft is great, but you have to continue to craft new stuff every ten levels or you have to spend a small fortune upgrading.

    Like you mentioned, pick a damage type and run the missions that award those weapons. Most of the rewards can be freely upgraded. Like Scylla and Charybdis for phaser...

    Just my thoughts...
    CM

    Actually, most people intentionally craft Mark 2 VR gear and level it up. You're much more likely to get to UR and Epic with all of the cheap (tech point) chances for a quality improvement along the way.

    Only use the Phoenix tech upgrades not the crafted upgrades. If you buy the 10-packs the dil cost is much lower than with crafted upgrades and there is no cost in mats or credits.
  • This content has been removed.
  • tagentagen Member Posts: 545 Arc User
    Wingman concept works well here. Pick a team mate out. Move when they move, stop when they stop, shoot at whatever they're shooting at.

    Situational awareness versus the turrets. Position yourself so only one or two turrets can shoot at you at a time. Use the terrain to mask turrets you're not engaging. The small walkers are just somewhat mobile turrets. Their biggest threat to you are the missile swarms they launch.

    Engage targets from maximum ranges. DO NOT fly over the center of the craters unless: 1) your Hull Regen rate is very high and you don't mind drawing aggro. 2) you can destroy two or more targets with one firing pass.

    AoE weapons are your friend. Grav Well doesn't work against the small walkers but there are plenty of other attacks which do.

    Focus on survival rather than carrying the team. Your DPS is exactly zero when you are waiting out the Respawn timer. Don't be afraid to move out of the engagement envelope to repair if you have to.

    We have gotten a strategy to the point where we can manage the craters, but turrets are still the big threat. I'll have to check into using terrain as you suggest because it seems like once one starts hitting you, it has unlimited range to keep hitting you until it is destroyed. Which can lead to quite a barrage by the time you get to the next crater if you don't take them out along the way.
  • chastity1337chastity1337 Member Posts: 1,608 Arc User


    GW doesn't work well if you target the small walkers, or anything else right on the surface. But if you toss your GW at a low flying ship, it will mess up the small walkers and anything else within the damage radius just fine.

    Then again, a starting player is probably in no position to be throwing out mega-wells, so, yeah.

This discussion has been closed.