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Tactical Analysis: Azure Nebula Rescue

aexraelaexrael Member Posts: 0 Arc User
edited July 2013 in The Academy
Azure Nebula Rescue

Summary

Reports are coming in of several Romulan Republic ships going missing in the vicinity of the Azure Nebula. The density of the Nebula renders long-range sensors ineffective, but an encrypted message from one of the captured ships indicates that the Tholians have constructed several bases in the Nebula. Other reports indicate that the Tholian presence in the Azure Nebula is directly related to their presence on New Romulus.
The loss of Republic ships could strengthen the Tholians presence in this area of the sector, it is therefore of utmost importance that as many ships are rescued as possible.
What follows is a tactical analysis of the Azure Nebula Rescue mission.
Tactics
The overarching goal of the mission is to rescue as many ships as possible as the mission reward is based on the accumulated point value total of the ships rescued.

The maximum award is given at a total of 30 points.

Point Awards:
Falchion Dreadnought 5 points
Ha??apax Advanced Warbird 3 points
Dhelan Warbird 2 points
T?liss Light Warbird 1 point

Map overview

The team should split into two in a classic 3/2 pattern.
3 players will stick with each other and go to either the Alpha-Beta route to the north-east, or the Gamma-Delta route in the south-west. And the remaining two players will stick together and choose the other route. This should be decided upon during the countdown pre-start phase.

It is vitally important that captains to not deviate from their selected section, unless it is to compensate for low performance behavior, players being idle or leaving the mission. It is a heinous act for the entire team to fly together and is often seen when a Falchion Dreadnought appears.

Once a ship have been rescued it will respawn again in 2 minutes precisely. This is why it is very important to stick to the 3/2 split as you don?t have time to fly around aimlessly.

Rescuing a ship requires a player to disengage a tractor beam of which there are 4 of. This process takes a total of 10 seconds per tractor beam, thus with two or three players you require a total of 20 seconds to free the ship. Being solo requires 40 seconds to be spent disengaging and is not efficient.

The Tholians guarding a ship start bundled together, a strong tactic is to utilize this against them especially when fighting Recluses and Tarantulas.
Warp Core explosions deals a high amount of damage to ships caught in the blast radius, it is therefore advised to bundle ships together and utilize ships explosions to damage adjacent ships.
Romulan Singularity Jump while cloaked or science ability Gravity Well are highly recommended to utilize against the Tholians before they start moving away from their starting point. Tractor Beam mines would be another good item to deploy smack in the middle of them.

It is strongly advised against using Tractor Beam Repulsors or other knockback attacks and abilities because you ruin this effective strategy.
Armament & Defenses

Tholian fleets guard the Republic ships. The toughness of the fleet guarding a ship is directly related to the point value of the ship in question.
Thus T?lliss Light Warbirds have the least resistance and the Falchion Dreadnought have the most resistance and will have the Tarantula guarding it.

The Tholians present during the mission are Tholian Tarantulas with Widow support, Recluses, Orb Weavers and Mesh Weavers.

Of notable importance are the Orb Weavers, as they will use the Web Generator attack which encases a ship in a web. Cannon Scatter Volley and Beam Fire at Will abilities are great at knocking down the web quickly.

Tholians will employ attacks which drains and disables the Weapon Subsystem, it is therefore a good idea to bring Weapon Batteries to bring the weapons back online as fast as possible.

In the end it is about minimal movement with maximum effect and extreme speed. With that as your mantra you will reach the goal of the mission with ease.
Auxiliary Information

Season 7 Dev Blog #5
Post edited by aexrael on

Comments

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    georgedpgeorgedp Member Posts: 113 Arc User
    edited July 2013
    nice tactic, definitely worth trying it out
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    zzomb1zzomb1 Member Posts: 0 Arc User
    edited July 2013
    I got 2 questions left at total:P

    #1

    Sometimes i notice that the death of a tholian ship causes like a tyken rift effect and it spawns 1-2 mirror universe ships. When does this happen , is it random or is it related somehow to the other things?

    #2

    Reward calculation, how does it actualy work during normal time and event time. I was working araound the 1:1 rate for normal time not sure its right tho. Never cound find the exchange rate for event time either.
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    lsloan31lsloan31 Member Posts: 49 Arc User
    edited July 2013
    Each to his own, personally if you're in a group with less than brutal DPS (especially if you're going to take down Tarantulas) some things such as tractor repulsors are very useful for one person to clear out whilst others remove the beams.

    Of course, every asteroid has a sweet spot you can sit in, not grab attention and be within 10km to free ships. Easiest and just as quick if not quicker as 5 escorts pounding on a target. If you're in 3/2 then this is most definitely faster than defeating Recluse and Tarantula vessels.

    Just my ?0.02
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2013
    zzomb1 wrote: »
    I got 2 questions left at total:P

    #1

    Sometimes i notice that the death of a tholian ship causes like a tyken rift effect and it spawns 1-2 mirror universe ships. When does this happen , is it random or is it related somehow to the other things?

    #2

    Reward calculation, how does it actualy work during normal time and event time. I was working araound the 1:1 rate for normal time not sure its right tho. Never cound find the exchange rate for event time either.

    1) The rifts which spawns Terran Empire ships are called Interphasic Rifts. They have a chance to appear after the destruction of certain Tholian ships. Namely the Orb Weaver, Recluse and Tarantula. This isn't unique to the Azure Nebula however, it happens with Tholian ships anywhere.

    2) I believe it's 30 Marks with the event active and 24 Marks without if memory serves me right. But the point total you need to reach remains the same regardless, so that's really all you have to worry about.
    lsloan31 wrote: »
    Each to his own, personally if you're in a group with less than brutal DPS (especially if you're going to take down Tarantulas) some things such as tractor repulsors are very useful for one person to clear out whilst others remove the beams.

    Of course, every asteroid has a sweet spot you can sit in, not grab attention and be within 10km to free ships. Easiest and just as quick if not quicker as 5 escorts pounding on a target. If you're in 3/2 then this is most definitely faster than defeating Recluse and Tarantula vessels.

    Just my ?0.02

    I normally wouldn't advocate for Repulsors because 99% of players can't utilize them to the intended effect. However in a pre-made I certainly could see a case for building the team around that tactic.

    As for the "sweet spots", I view that as a rather obvious map exploit, which is the reason it's not mentioned.
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    robeasomrobeasom Member Posts: 1,911 Arc User
    edited July 2013
    This will never happen in PUGS and only works in premeds. PUGS seem to just go for the nearest ship no matter the points they get for them
    NO TO ARC
    Vice Admiral Volmack ISS Thundermole
    Brigadier General Jokag IKS Gorkan
    Centurion Kares RRW Tomalak
    [SIGPIC][/SIGPIC]
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    red01999red01999 Member Posts: 0 Arc User
    edited July 2013
    zzomb1 wrote: »
    Sometimes i notice that the death of a tholian ship causes like a tyken rift effect and it spawns 1-2 mirror universe ships. When does this happen , is it random or is it related somehow to the other things?

    This can potentially happen in just about any Tholian encounter. I don't know what causes it but I've seen it in Fleet Alerts, Crystaline Entity and Vault Ensnared, at least.

    That said that's about all the additional information I can provide.
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    i8472i8472 Member Posts: 225 Arc User
    edited July 2013
    Effective way to use repulsars.

    Get close to the Tholians and Fire weapons to get them moving.

    Get behind them and activate Repulsars.

    Have a team mate sneak in and deactivate Tractor beams holding Romulan ships.




    *Tips.
    Have High Aux power setting

    Don't push them towards the ship you are trying to rescue.

    ******
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    molaighmolaigh Member Posts: 0 Arc User
    edited July 2013
    If you can assemble a pre-made group with fairly high dps ships (even 6.5k will work reasonably well), then just send one ship to each spawn and have the fifth float as needed. You will max put your points with 2-3 minutes remaining.

    In PUGs.... Please don't use repulsors, people generally don't pay enough attention to know that they should take the tractor beams down when you do that.
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    hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited July 2013
    It is better to push the Tholians away and distract them on one person while another frees ships than bothering to fight them.

    Also if you fly under the west most asteroid and creep up on the target you can free it without ever taking aggro from the Tholians or ever having to fight them at all.
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