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Starbase Incursion pointers

aexraelaexrael Member Posts: 0 Arc User
Stage 1) Kill Saboteurs

Photobucket - Stage 1

- It's easier for everyone involved if the team splits in to five areas.

* NW quadrant
* NE quadrant
* SW quadrant
* SE quadrant
* Center

- The Saboteurs have fixed spawn points on the map, but spawn in random sequence.

Total Saboteur Team Kills Rating
<15 You are doing it wrong
~20 You are doing ok
30< You are doing well

Stage 2) Kill 4 specific Saboteurs

Photobucket, Stage 2

Stage 2 needs to be completed fast in order to make it to the Captain on time during Stage 3. It's best to duo or solo the four Saboteurs to give the team enough time for the third stage.

Stage 3) Kill Captain + Guards + Boss

Photobucket, Stage 3

The Captain is inside the force field in the center of the room, the Captain starts his Progress Bar for beaming out after the team triggers the proximity radius OR if the Mission Timer passes a specific threshold.
The faster you clear stage 2 the more time you have for the Captain.

The two guard clusters spawns infront and behind the center.

The boss and Captain are inside the force field, but are easily dealt with.
Post edited by aexrael on
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    mikewendellmikewendell Member Posts: 0 Arc User
    edited July 2012
    I thought the wall in part 3 was timed. See? Even I learn stuff about this game every day.

    Thanks
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2012
    I could be wrong, but I'm 90% certain the progress doesn't start until you approach center, kinda like the proximity trigger on Infected Ground Elite. The overall timer is the time left before whole mission completes or fails.
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    carl103carl103 Member Posts: 1 Arc User
    edited July 2012
    One common mistake i see is people running round in groups in phjase 1.

    That said i think phase 2 is really overtuned. there are a couple of groups that are quiet capable of 1 shotting somone when first aggro'd due to the focus fire effect. If it didn't have the respawn penalty it wouldn;t be so bad. Still nice to see a mode where Quantum Mortars are REALLY good though. But would rather phae 2 had a few less NPC's, but tougher ones.

    I also think the gorn are overtuned in phase 3. here's a couple of super tough gorn in there, they're vastly tougher than their orion and klink counterparts and it makes burning through them painfully difficult inside the limit. Not that klinks and orions are auto win, but it's a vast difficulty hike. Same on soem of the sabotour choices TBH.
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    tehjoneltehjonel Member Posts: 0 Arc User
    edited July 2012
    my fleetmates are pretty organized when it comes to incursion. here's a screenshot of our recent win.

    phase 1 saboteurs - 33
    phase 2 saboteurs - 4
    captain - yes

    was wondering how other groups are doing. screenshot or it didn't happen!

    Screenshot: Starbase Incursion 07-19
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    skhcskhc Member Posts: 355 Arc User
    edited July 2012
    It's not exactly the most team orientated tactic, so I don't think everyone will be a fan of this:

    The darkness down here seems to have debuffed the NPC's perception. So much so, that with a Stealth Module activated you have to practically hug the enemy for them to see you.

    This means that you can actually sneak past the mobs on phase 2, and ambush the saboteur. And if you buff properly, you will 2-3 shot him with a Pulsewave before his mates can kill you (if you don't get away that is). At least using a Vice Admiral you will anyway. A lower level character might not have the buff quality from the lower level kit. Even if I make a mess of it and die after killing him each time, I can pretty much always take care of at least 3 sabotuers myself.

    Of course the disadvantage is that if you're doing that, you're not helping your team deal with the mobs. And since you don't kill the mobs, you can't tell where you've been and respawn randomly. So you might have trouble finding the last one. Because of that, I probably wouldn't use it in a properly organised team-run, but I haven't done a properly organised team-run of this yet.


    It's not worth using the Stealth Mod in Phase 1 because it slows you down.
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    carl103carl103 Member Posts: 1 Arc User
    edited July 2012
    Weather you kill them or not they respawn, even if the sabotour is killed. Another complaint of mine actually. With that level of protection they just shouldn't ever respawn.
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    boggs0311boggs0311 Member Posts: 1 Arc User
    edited July 2012
    Has anyone notice that lock box in the bottom left of the map on top of the crates? If so any idea how to get to it?
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    mikewendellmikewendell Member Posts: 0 Arc User
    edited July 2012
    boggs0311, I think we have a map designer who likes using the south west corner of their maps to dump objects as a holding area. There's a couple of space maps that have floating objects in that corner. Took a picture of one but I don;t have it handy.

    Nailed the captain for the first time earlier today. Rather shocked that I did it. Just to mention, the captain is the NPC right behind the "lower the field" interaction object. The one with the progress bar over them.

    Got five marks for doing it. :)
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    mikewendellmikewendell Member Posts: 0 Arc User
    edited July 2012
    Just got a 9 3 and no run.

    For the first portion, the others traveled in a group and I gather got maybe 2 since I got the other 7.

    Why are folks so deadset against using stealth in the second portion? As soon as I turned mine on, I started getting comments. They went short left and couldn't get it done while I did the other three with one death.

    On the third portion, what triggers the force field to drop? There's another thread where the field drops just as soon at the captain is about 80-90% done so it makes it very hard to kill the captain. I;m wondering if I'm missing a trigger or something.

    The group I played with pulled up short and dealt with all of the guards in front while I ran around the center taking care of those folks. The captain was already gone by the time the field dropped.

    I had a 41 4 yes earlier today. Loved it.

    edit: Oh and I see the lock box now as well. Not a clue as to how to get up there.
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    capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited July 2012
    Just got a 9 3 and no run.

    For the first portion, the others traveled in a group and I gather got maybe 2 since I got the other 7.

    Why are folks so deadset against using stealth in the second portion? As soon as I turned mine on, I started getting comments. They went short left and couldn't get it done while I did the other three with one death.

    On the third portion, what triggers the force field to drop? There's another thread where the field drops just as soon at the captain is about 80-90% done so it makes it very hard to kill the captain. I;m wondering if I'm missing a trigger or something.

    The group I played with pulled up short and dealt with all of the guards in front while I ran around the center taking care of those folks. The captain was already gone by the time the field dropped.

    I had a 41 4 yes earlier today. Loved it.

    edit: Oh and I see the lock box now as well. Not a clue as to how to get up there.

    The shield drops when a player uses the forcefield control. The control panel decloaks after the captain's guards are dead (the ones outside the shield). The console itself is right behind the captain.
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    Assessment (after more than 80 runs )

    Phase 1
    Major problems

    1 people who can not or will not communicate this leads to everyone running about like headless ferengi

    2 DRONES , Drones reduce a sab to "I surrender" then glide away he then resets and the count is lost

    3 security escorts , as above only theres usually at leasty three of them

    4 people putting a cover shield in the doorway so others can't get out

    Hints and tips
    highest rank (most powerful) should take centre area
    least powerful or newest left
    and clock round by rank and experience

    Phase 2
    Major problems

    1 Stealthers they sneak past the main body of the enemy who then remain after the sab is terminated , this leads to the NON STEALTHED people getting swarmed.

    2 people trying to fortess the start area (this NEVER helps)

    3 failure to comm in a kill

    4 calling for help without giving LOCATION

    Hints and tips
    Go clockwise


    Phase 3
    Major problems

    1 failure to wait for team

    2 people using area effect weapons in concentration messes up the frame rate

    3 people trying to fortress again

    4 no one wants to drop the shield

    Hint (only one)
    shoot the captain FIRST
    Live long and Prosper
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    defalusdefalus Member Posts: 4 Arc User
    edited July 2012
    One thing I do which is useful for phase 1 is use a command line - /target saboteur - which will target a sab for me, slight draw back to this is that is never targets a close sab but in moving to my target I sometimes find 1 or 2 other sabs to kill/tag on the way.
    __________________________________________________
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    mikewendellmikewendell Member Posts: 0 Arc User
    edited July 2012
    sollvax wrote: »
    1 Stealthers they sneak past the main body of the enemy who then remain after the sab is terminated , this leads to the NON STEALTHED people getting swarmed.

    Don't follow the stealth person then. I always announce which one I;m going after. If it;s a decent group, they go after a different one. If it;s a normal group, they always go left front anyway.

    And should you really be doing that without stealth?

    edit: And I beg people to tell me when they drop one of them. I usually get "huh?" back....
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    when sab is killed by stealthed tac remaining enemies swarm the start area most of the time
    when two people stealth and set off there is no known way to hold the line
    so if you go down you stay down
    Live long and Prosper
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    defalusdefalus Member Posts: 4 Arc User
    edited July 2012
    One competent stealth tac is more than enough to handle all 4 sabs on the second phase, two stealth tacs taking a side each (left/right) should have no trouble quickly completing that phase.
    __________________________________________________
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    there is no such thing as an I in team

    and stealth tacs leave THREE dead team mates for the start of phase 3 and then FAIL the mission (worst offenders are VA ranked tacs)
    Live long and Prosper
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    capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited July 2012
    It's not just stealthed tacs that cause this. If they manage to kill you they will often rush off to find someone else to shoot at; which usually seems to lead them to the NPCs guarding the respawn point.
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    stealthed tacs are the worst problem however (except the people who bring in the Boffs who are nothing but CHEATS )
    Live long and Prosper
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    capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited July 2012
    sollvax wrote: »
    stealthed tacs are the worst problem however (except the people who bring in the Boffs who are nothing but CHEATS )

    They may be the most common trigger; but the problem is the AI behaviour. Pretty sure they aren't supposed to be clogging up the hallways like that.

    Happily, that is something that can be fixed (though, whether it ever actually will be is another matter).
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    defalusdefalus Member Posts: 4 Arc User
    edited July 2012
    sollvax wrote: »
    there is no such thing as an I in team

    and stealth tacs leave THREE dead team mates for the start of phase 3 and then FAIL the mission (worst offenders are VA ranked tacs)

    Actually if anyone does die, waiting for the respawn before leaving and triggering the timer on the third part means no failure. And for those of us that see STO as a game and not a simulation, letting others be fodder/bait means the stealth tacs can get the job done.
    __________________________________________________
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    capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited July 2012
    defalus wrote: »
    Actually if anyone does die, waiting for the respawn before leaving and triggering the timer on the third part means no failure. And for those of us that see STO as a game and not a simulation, letting others be fodder/bait means the stealth tacs can get the job done.

    Don't need stealth at all if you're going to do that; the mobs are pretty single minded. As an engineer, I usually just run right past them; either by laying down some turrets to distract them, or just by letting someone else go in first.

    What's particularly satisfying is laying down a nice big bomb, right where they can see it; preferably in the middle of a mine field. They all rush over, wanting to attack it at point blank range; with predictable results. :D
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    kazzodoomkazzodoom Member Posts: 11 Arc User
    edited July 2012
    Has anyone else noticed that the second stage seems to finish around 20seconds early?

    I dont mind stealth or the security teams or the orb, or combat pets, these are made to be used in the game and if they actually help, then good, if not, well....... at least they will have caused some damage, hopefully.:rolleyes:
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    all of the npcs run off if a sab surrenders (which about half do)
    they will NOT tag for transport and do not finish them off
    Live long and Prosper
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited July 2012
    yeah, for phase one, keep moving and looking in dark corners. There are very few Sab spawn points where you can easily see them. Oh and if you HEAR a klingon transporter, look to see where it was. I MIGHT have gotten KOed once in phase 1...

    Phase2: the only way I've seen for taking out the guards is to have people do it in a group. Even then it's common to have a group wiped out....

    Phase3: This frusterates me to no end..... the captain usually BEAMS OUT before the guards get dealt with at all.... Some games I noticed the captain started with a progress bar at at least 75% and the bar ran out in around 15 seconds. I've NEVER been in a group that got the captain. I've never even been in a group where we dropped the shield before the captain beamed out....

    I kinda wonder if the length of the progress bar in phase3 has something to do with how many sab you got earlier.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    orondisorondis Member Posts: 1,447 Arc User
    edited July 2012
    Basic of basic tips - turn up brightness to 190, it works far better then the torches.

    Part one -

    Team should split up to take all four corners and the centre (yes, you get saboteurs there as well)

    Part two -

    Bottom left - I know of no quick method of dealing with this one, your team will just have to clear out the mob and take out the saboteur the slow way.

    Bottom right - Almost directly right from the spawn point, there are some boxes you can jump on. After jumping for some distance you will be able to snipe at the saboteur. Note it's very likely you'll get attacked, so spawn something to distract their attention (tactical team, medical generator which seems to have a high threat level, support drones, pets, shard of possibilities, whatever). This can be done by one person.

    Top right - Similar to the bottom right but with less jumping. You most likely won't get attacked at this snipe point. This can be done by one person.

    Top left - If you run into this section from it's right opening, there's a gap in the boxes which you should walk through and turn right. Keep on going until you reach a computer terminal. Jump onto it and use it to jump on the side of the wall. Follow the wall around and you'll eventually reach the saboteur. Use the shard of possibilities to distract the NPC mob there and snipe at the saboteur. This can be done by one person.

    Part three -

    Nothing really thought provoking here. Hit all your buffs, spawn all your pets and hope your team has the DPS. I do advise though that you have someone ready to use the decloaked console.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
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    drasketodrasketo Member Posts: 148 Arc User
    edited July 2012
    sollvax wrote: »
    stealthed tacs are the worst problem however (except the people who bring in the Boffs who are nothing but CHEATS )

    So when Im on either of my tactical officers, and I kill all four saboteurs in the second phase by myself or, and more typically, the four useless people I was teamed with manage to kill one together while I take out the other three, whats really going on is, Im being evil and detrimental and Im hampering the group?

    Oh.

    I see.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited July 2012
    Well, sometimes there is an issue where Orions bum rush peeps who are clearing out the other groups. I remember one where me and another guy got the bottom left one cleared out and were about to shoot the saboteur when another group of Orions jumped us from behind...

    Oh yeah, I've seen a few times where the Orions "guarding" the field generator wander off and you have to hunt them down. Needless to say that means you have no chance at the captain.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    attizzattizz Member Posts: 0 Arc User
    edited July 2012
    sollvax wrote: »
    stealthed tacs are the worst problem however (except the people who bring in the Boffs who are nothing but CHEATS )

    Lol, i hope i will pug with you sometime. You will scream your head down :D. I usually use stealth with my tac and go clockwise. With two tacs teaming up together it is no bis deal to take out all of the sabs. And I never heard somebody complaining that I did the job, especially after seeing groups fighting enemies without even getting close to the sab.

    And the Boff-thing: How often did you played that mission? Can you tell me how NOT to bring Boffs with you sometimes? I don't do anything and sometimes two of my guys are standing there. I don't like that, because the AI is not designed for that mission. They get killed and never attack an enemy. The biggest problem is that usually my Jem is coming to that mission, using his ketracel. So I beg you: TELL ME HOW TO STOP IT!!!!!
    [SIGPIC][/SIGPIC]

    "What are his rights in this century? Will there be a trial or shall I execute him?" - Worf
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2012
    On the third portion, what triggers the force field to drop? There's another thread where the field drops just as soon at the captain is about 80-90% done so it makes it very hard to kill the captain. I;m wondering if I'm missing a trigger or something.
    kazzodoom wrote: »
    Has anyone else noticed that the second stage seems to finish around 20seconds early?

    After running the mission some more, I'm pretty certain the timer and the captain are tied together.

    The Captain starts his Progress Bar at a set Timer interval, so the faster you finish stage 2 the more time you have to clear the two guard spawns allowing you to drop the force field and subsequently kill the captain.
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2012
    Not as effective a stealth as the tac kit, but the Omega ground set allows you to pull off similar assassinations on the sabs. speed is key on this stage, fiddling around dying at or near spawn doesn't get you the captain on stage 3.
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