Mine trap is the new 20-man PVE event in which players attempt to save Romulan colonists from the Hfihar sector from the featured episode mission "Mine Enemy"in the "Cloaked Intentions" series.
The map is divided into four districts, Residential, Industrial, Mining, and Market. The mission is made up of 5 parts. Each part get consecutively more team intensive, so its inadvisable to stray from the district you were assigned. The mission awards primarily Romulan marks and secondarily Fleet Marks. The more civilians you save, the more marks are awarded.
In regards to pulsewaves. If you'e confused, just don't shoot. If the enemy is blue, just don't shoot. Period. Exclimation. Either switch to another weapon or just melee the enemy.
The districts are as follows: Industrial
The two extreme buildings 1 and 3(?) are the ones to keep a close eye on, since the large pit separates the district into two parts, making it difficult to go from building to building to building. Residential
(haven't played this one often enough) Mining
This is one of the easier districts to guard. All four buildings are in direct eye sight of one another. The only building to keep a close eye on is 2, which often gets attacked on the side. Market
Building 1 will be the hardest to guard because it's on the fringe of the district, in relation to the other 3 buildings. 1 person can guard it effectively, so long as they dedicate themselves to keeping the salt vampires away from the building.
Part 1:
(Note: this is probably the only time when it's okay to stray from your district to help others, provided your district has reached the 32 cap already).
Each district has 32 Romulan civilians to warn. You must approach them and tell them to seek shelter in the 4 buildings of the district (they will shelter themselves automatically once warned).
Some of the Romulans are actually Salt Vampires in disguise. When you warn them, they will morph into a salt vampire, and scare all the Romulans near them. You should dispatch the creature quickly as to not waste time. Be careful with AoE attacks, as the creature has psionic attacks. Its confuse attack will make your character model into a salt vampire yourself, and confuse you. Its other psionic attack will hold you. Keep yourself at range, as the Salt Vampires rely mostly on their physical attacks(they do have lunge).
Once you have rescued all 32 civilians, you must wait for the timer to run out to advance to the next part. If you do not warn all 32 civilians, they will be snatched by a Salt Vampire crawling out of the ground and die.
Part 2:
You must barricade the four buildings in your district to increase their health for the coming salt vampire onslaught. There are bins containing scrap metal all around the map, which you can find by scanning around if you are having trouble finding them. After you receive some scrap metal, you may reinforce a buildings walls, windows, and doors. Each bin has enough metal for 2 uses, so keep that in mind. Once the timer runs out, get ready to protect these buildings.
Part 3:
The salt vampires will come out of subterranean openings which are destroyable. They will come in four varieties. Hatchlings come in pairs and are easily dealt with. Adults are more aggressive and lunge at their targets. Betas will attempt to lure Romulans out of buildings at drain them. Alphas will confuse and hold you and your team.
Each building has a health bar over it. That bar indicates how much more damage the building can take before the Romulans inside die. Keep an eye on each of the bars and any announcements of buildings taking too much damage. Destroying the subterranean entrances should be secondary to securing the buildings. In other words, if a building has a salt vampire assaulting it, take care of them first above all else. If a Romulan is exiting a building, a Beta should be standing outside the door. Deal with it quickly or you will lose a Romulan.
Engineers should use quantum mortars or explosives. Tacticals should use crowd control (i.e. grenades, suppressing fire, etc.). Science should use control abilities (i.e. Electro-grav shift, anestazine, etc.).
Part 4:
You and your team must lead the Romulans to the district's designated evacuation point. They will know the way, just stay behind them to keep them moving along. Some will breakdown and stop moving, forcing you to interact with them to keep them moving. Note that at least one person must remain behind them to herd them to keep them moving.
The Romulans gather into 3 lines. As long as one person is behind the end of the line, they'll keep moving.
Salt vampires are laying in wait along the trail to ambush you. Some will even spawn from the ground. A good idea would be to have one or two team members take point to deal with these threats, while the other three keep the Romulans safe and moving.
If a Romulan dies, it is possible to resuscitate them, however the window for doing so is very small. If their body despawns, it is no longer possible.
Part 5:
Shuttles will come to evacuate 2-3 Romulans per shuttle. Meanwhile subterranean entrances will spawn and more salt vampires will come from them. Keep them away from the Romulans as the shuttle evacs them, and you should have no problem.
Once the mission succeeds, DO NOT LEAVE until you are awarded. Currently the awards aren't instantaneous, so if you leave before the score card come up you will not get anything.
If you have any questions, comments, or corrections, feel free to reply to this thread or PM me.
For sections 4 and 5, it can be invaluable to have a science officer use the medic kit to heal the Romulan civilians. During this phase it is also crucial for players to avoid firing AoE weapons into the Romulan civilian crowd. Players are so used to having friendly fire turned off, but in this mission your allies can be killed. Pulsewave assault, assault miniguns, blast assault, grenades, mortars, induction field, mines, the omega autocarbine, dual pistol scatter fire, and wide beam pistols can end up slaughtering the very civilians you are trying to protect. When I play this mission, I tend to swap out my pulsewave for a compression pistol/split beam rifle and I keep a sniper rifle for secondary.
In regards to getting all the buildings fortified, it is possible, but that means you've probably taken the resources away from another district.
Precision weapons are nice, and they keep you from XCOM panicing when your confused by a Beta, but they also don't help clear out the salt vampires as fast. Pulsewaves aren't the best choice because it doesn't allow you to keep your distance from the vampires. The carbine is fine so long as you're not drawing attention from the Betas. The best strategy to start out with is have a crowd control weapon and a precision weapon. Use the crowd control weapon as your primary, but swap to the precision weapon when you confused so you can minimize the amount of collateral damage.
I noticed that some of the resource bins have names like "Industrial Building Materials" (or something like that). Do we get more bang for our buck if we use residential materials on homes, marketplace on those buildings, etc.?
The name of the resources tells you which district it belongs to. The name doesn't matter. But if you don't want to mess up the other team, you should use those resources to reinforce their structures if it doesn't belong to your district.
Engineers really shine here. Pulsewaves with an exploit weapon for the Alphas/Betas. If youa are an engie, use Enemy Neut kit to quickly wipe out mines. Fab kit works too, as the enemies move so slow the mortars can knock them and the little dirt mounds they spawn from.
Just be EXTREMELY careful when you're near a Alpha or Beta if you're going to use a close range weapon like a pulsewave. If you pulsewave when the Beta confuses you, you're going to be shooting a lot more than just the Salt Vampires since Pulsewave fire on either setting goes through multiple targets. If you're close to an Alpha, chances are it's going to try to hold you.
And if you're going to be using phaser turrets, put them in the thick of things to draw the attention off the Romulans. Putting them on the side isn't optimizing their potential utility.
Something really helpful would be a map showing the locations of all the fortification material sites.
Also, is there actually enough to theoretically get all buildings fully reinforced or is it a triage scenario where at best you can only get 75%?
I noticed this too. There never seems to be enough time or enough materials to fortify all buildings fully. You can get materials from each bin only twice.
The bit about the names telling you which bin belongs to district. That was a complete lie apparently. I have no idea what the names mean.
I like my theory that it reinforces certain buildings better than others. When private queues come back, you should do some tests and figure out what it means.
Decent guide, I find that most romulans are lost in the 4th phase.
It is so crucial to stick to your zone, most people don't even know what zone is what. Of course those people won't come here to read a guide.
Phase 1 is fairly simple with 5 people doing their job.
Phase 2 can be done, there are a lot of hidden containers behind buildings. The phase isn't crucial.
Phase 3 I kind of disagree on the strategy. Roaming salt vampires are kinda low priority, take out the source fast, then make sure no buildings are being destroyed, then take out the walking ones. A half decent team isn't going to lose a building, they should take barely any damage.
Phase 4 is a potential disaster. One confused person that pulsewaves will take out most of your romulans. One person scouting ahead is also a good idea, they can pull and agro vampires before they have a chance to get close.
Phase 5 is pretty easy, a few people can form a perimeter and the other couple float to problem areas, you shouldn't lose any really.
Gods above I missed out on two sets of rewards due to the leaving before rewarded bug... its pretty frustrating when your just in a hurry
But on an amusing note this is my first post since beta... you should feel honored :P or at least since they redid the forums.
But I, being poor, have only my dreams; I have spread my dreams under your feet, Tread softly because you tread on my dreams
W.B. Yeats Lifer since beta its never been so good! So now can everyone chill this game is going in the right direction :P
I like my theory that it reinforces certain buildings better than others. When private queues come back, you should do some tests and figure out what it means.
I'd like to believe that too, but I haven't seen it happen to me yet. Ironically, even with the private queues back up, I can't get 19 other people together simply for the object of testing this one, so it's just trial and error with complete strangers.
Thanks for a tip, around 7 times i got no any reward (0 marks), doing everything correct, so probably my problem then i am leave to fast...
Yeah, I had a run where someone in it told us to wait a bit for the rewards. They're delayed a moment, so if you leave as soon as it's over you don't get marks.
I personally think the biggest problem with players is that they run across zones shooting at whatever Salt Vampire they see, often leaving their home team woefully understaffed.
Did a PUG once where a female toon ran off after a hatchling. By the time she came back to do the escort stage, we were down to five civilians because we didn't have enough people to defend some of the buildings. Obviously, he/she was rather flustered when this was pointed out to him/her.
Laws of thermodynamics as applied to life: 0 - You must play the game. 1 - You can't win. 2 - You can't break even. 3 - You can't quit.
It would be nice if the game gave a constant warning that your not in your zone. It would let people know they are in wrong area.
This would be awesome. However, once all your civvies and/or buildings are dead you need to leave for another area, so the warning need to be disabled at that point.
This would be awesome. However, once all your civvies and/or buildings are dead you need to leave for another area, so the warning need to be disabled at that point.
I concur with this suggestion.
Laws of thermodynamics as applied to life: 0 - You must play the game. 1 - You can't win. 2 - You can't break even. 3 - You can't quit.
I personally think the biggest problem with players is that they run across zones shooting at whatever Salt Vampire they see, often leaving their home team woefully understaffed.
Did a PUG once where a female toon ran off after a hatchling. By the time she came back to do the escort stage, we were down to five civilians because we didn't have enough people to defend some of the buildings. Obviously, he/she was rather flustered when this was pointed out to him/her.
I think most people get upset, because they are expecting other players to jump down thier throat from messing up. Im sure you have come across someone who will have a bad attitude from the start and harass the first person who messes up. I think when trying out new things, it should be done in a team of friends or fleet mates, so the team leader can give direction on what to do and be prepaired for (gameplan) Before you brave it on your own.
I think most people get upset, because they are expecting other players to jump down thier throat from messing up. Im sure you have come across someone who will have a bad attitude from the start and harass the first person who messes up.
Usually, members of the PUG I'm in would start with gentle reminders ("Hey X, could you please stick with the rest of the team in area Z?"). Only when repeated tells and hails fail do things start getting vocal.
The other thing to consider is that almost all of the objectives are timed. In such a situation, sometimes brevity and frankness is required to get the message across.
You'd also be surprised at the number of members who run and gun like it's MW / BF despite all cues to the contrary.
I think when trying out new things, it should be done in a team of friends or fleet mates, so the team leader can give direction on what to do and be prepaired for (gameplan) Before you brave it on your own.
Ideally, yes.
In practice, there is still a significant majority of those who prefer to PUG (as it's quicker to get into a queue that way than waiting on fleetmates).
The OP's excellent guide was written in mind for first-time players who do not have the benefit nor the willingness to have fleetmates.
Laws of thermodynamics as applied to life: 0 - You must play the game. 1 - You can't win. 2 - You can't break even. 3 - You can't quit.
One note that I'm surprised hasn't been brought up yet:
Though the bins do have a finite number of uses, you can squeeze extra fabrication materials out of them. Since the materials aren't "removed" from the bin until a player finishes gathering them, two or more players can gather the same materials at the same time, and each leave with a stack of boards.
Example: Bin X has 1 stack of materials left. Kirk begins to gather mats from the bin. If Picard begins removing mats from the same bin while Kirk is busy gathering (ie. action bar charging/animation playing), they will both get a stack of mats.
I routinely use adv or fleet dual pistols with KnB x 3 as my weapon of choice for Mine Trap. AoE is dangerous to civilians. This map is fluid and those mez attacks from the Alphas can come quickly, just as that pulse wave or mortar goes off, in fact. I recommend not using AoE attacks. They are not necessary. Single target weapons are all that are needed.
The biggest mistake I see is team members allowing themselves to get "target tunnel vision" and being drawn off to other areas of the map. When phase 1 ends, they then don't have enough civilians fortresses up, the team fails to properly fortify in the given time, and they end up with 0 to 14 rescued. To get the Savior accolade, all 4 district teams must rescue a combined 100 civilians, so each team must be successful in their own areas first.
Player and forumite formerly known as FEELTHETHUNDER
Though the bins do have a finite number of uses, you can squeeze extra fabrication materials out of them. Since the materials aren't "removed" from the bin until a player finishes gathering them, two or more players can gather the same materials at the same time, and each leave with a stack of boards.
Example: Bin X has 1 stack of materials left. Kirk begins to gather mats from the bin. If Picard begins removing mats from the same bin while Kirk is busy gathering (ie. action bar charging/animation playing), they will both get a stack of mats.
Wow!
Whatdayaknow, I learnt something new today
Laws of thermodynamics as applied to life: 0 - You must play the game. 1 - You can't win. 2 - You can't break even. 3 - You can't quit.
I've found that, while herding civilians, there is a very short window (5 secs perhaps) to resurrect fallen ones. Run over and hit the resuscitate button.
I've been too busy fighting in the prior phases or perhaps missed the timer to see if I can do this in any other phase.
I'm a Sci but I'm almost certain that this is not a class specific ability.
Thanks for the AOE damage tip, I've noticed civilians with minor and major injuries on them at the landing and wondered where they came from.
I've found that, while herding civilians, there is a very short window (5 secs perhaps) to resurrect fallen ones. Run over and hit the resuscitate button.
I've been too busy fighting in the prior phases or perhaps missed the timer to see if I can do this in any other phase.
I'm a Sci but I'm almost certain that this is not a class specific ability.
Thanks for the AOE damage tip, I've noticed civilians with minor and major injuries on them at the landing and wondered where they came from.
You can do it in any phase. HOWEVER, during the final phase, sometimes when resuscitated they won't get on a shuttle. I'm not sure if this is a bug or intentional, or if it is a by-product of server lag. But I've seen it twice.
Comments
Also, is there actually enough to theoretically get all buildings fully reinforced or is it a triage scenario where at best you can only get 75%?
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Precision weapons are nice, and they keep you from XCOM panicing when your confused by a Beta, but they also don't help clear out the salt vampires as fast. Pulsewaves aren't the best choice because it doesn't allow you to keep your distance from the vampires. The carbine is fine so long as you're not drawing attention from the Betas. The best strategy to start out with is have a crowd control weapon and a precision weapon. Use the crowd control weapon as your primary, but swap to the precision weapon when you confused so you can minimize the amount of collateral damage.
And if you're going to be using phaser turrets, put them in the thick of things to draw the attention off the Romulans. Putting them on the side isn't optimizing their potential utility.
I noticed this too. There never seems to be enough time or enough materials to fortify all buildings fully. You can get materials from each bin only twice.
I like my theory that it reinforces certain buildings better than others. When private queues come back, you should do some tests and figure out what it means.
It is so crucial to stick to your zone, most people don't even know what zone is what. Of course those people won't come here to read a guide.
Phase 1 is fairly simple with 5 people doing their job.
Phase 2 can be done, there are a lot of hidden containers behind buildings. The phase isn't crucial.
Phase 3 I kind of disagree on the strategy. Roaming salt vampires are kinda low priority, take out the source fast, then make sure no buildings are being destroyed, then take out the walking ones. A half decent team isn't going to lose a building, they should take barely any damage.
Phase 4 is a potential disaster. One confused person that pulsewaves will take out most of your romulans. One person scouting ahead is also a good idea, they can pull and agro vampires before they have a chance to get close.
Phase 5 is pretty easy, a few people can form a perimeter and the other couple float to problem areas, you shouldn't lose any really.
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
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____
Upon zoning in for the first time look at the mini map to see which colored zone you are in and the boundaries for it.
Part 1 begins when 1 player interacts with the Romulan NPC lying on the ground as indicated by the standard gold circle on the mini map.
____
Very good write up, mods should sticky it.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
But on an amusing note this is my first post since beta... you should feel honored :P or at least since they redid the forums.
W.B. Yeats
Lifer since beta its never been so good! So now can everyone chill this game is going in the right direction :P
I'd like to believe that too, but I haven't seen it happen to me yet. Ironically, even with the private queues back up, I can't get 19 other people together simply for the object of testing this one, so it's just trial and error with complete strangers.
Yeah, I had a run where someone in it told us to wait a bit for the rewards. They're delayed a moment, so if you leave as soon as it's over you don't get marks.
I personally think the biggest problem with players is that they run across zones shooting at whatever Salt Vampire they see, often leaving their home team woefully understaffed.
Did a PUG once where a female toon ran off after a hatchling. By the time she came back to do the escort stage, we were down to five civilians because we didn't have enough people to defend some of the buildings. Obviously, he/she was rather flustered when this was pointed out to him/her.
Click Here
Yes i know its a German Guide but it hase Colored pictures XD
This would be awesome. However, once all your civvies and/or buildings are dead you need to leave for another area, so the warning need to be disabled at that point.
Still, it would be very nice.
I concur with this suggestion.
I think most people get upset, because they are expecting other players to jump down thier throat from messing up. Im sure you have come across someone who will have a bad attitude from the start and harass the first person who messes up. I think when trying out new things, it should be done in a team of friends or fleet mates, so the team leader can give direction on what to do and be prepaired for (gameplan) Before you brave it on your own.
Usually, members of the PUG I'm in would start with gentle reminders ("Hey X, could you please stick with the rest of the team in area Z?"). Only when repeated tells and hails fail do things start getting vocal.
The other thing to consider is that almost all of the objectives are timed. In such a situation, sometimes brevity and frankness is required to get the message across.
You'd also be surprised at the number of members who run and gun like it's MW / BF despite all cues to the contrary.
Ideally, yes.
In practice, there is still a significant majority of those who prefer to PUG (as it's quicker to get into a queue that way than waiting on fleetmates).
The OP's excellent guide was written in mind for first-time players who do not have the benefit nor the willingness to have fleetmates.
Though the bins do have a finite number of uses, you can squeeze extra fabrication materials out of them. Since the materials aren't "removed" from the bin until a player finishes gathering them, two or more players can gather the same materials at the same time, and each leave with a stack of boards.
Example: Bin X has 1 stack of materials left. Kirk begins to gather mats from the bin. If Picard begins removing mats from the same bin while Kirk is busy gathering (ie. action bar charging/animation playing), they will both get a stack of mats.
The biggest mistake I see is team members allowing themselves to get "target tunnel vision" and being drawn off to other areas of the map. When phase 1 ends, they then don't have enough civilians fortresses up, the team fails to properly fortify in the given time, and they end up with 0 to 14 rescued. To get the Savior accolade, all 4 district teams must rescue a combined 100 civilians, so each team must be successful in their own areas first.
Player and forumite formerly known as FEELTHETHUNDER
Expatriot Might Characters in EXILE
Wow!
Whatdayaknow, I learnt something new today
I've been too busy fighting in the prior phases or perhaps missed the timer to see if I can do this in any other phase.
I'm a Sci but I'm almost certain that this is not a class specific ability.
Thanks for the AOE damage tip, I've noticed civilians with minor and major injuries on them at the landing and wondered where they came from.
You can do it in any phase. HOWEVER, during the final phase, sometimes when resuscitated they won't get on a shuttle. I'm not sure if this is a bug or intentional, or if it is a by-product of server lag. But I've seen it twice.