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[PvE]How 2 PvE.

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-A bunch of you guys asked me and I decided to make a guide with various strategies for PvE,this includes all of the maps,all of the classes and all of the ranks!

 

Missions: 

1.Fire support

2."Blackwood" Shipyard

3.Captured Dreadnought

4.Defence Contract

5.'Ellydium' Raid

6.Operation Crimson Haze

7.Processing Rig

8.Fort Muerto

9.Operation 'Ice Belt'

 

1.Fire Support:

 

Map: Naberia-392 Complex,Ydra System

Allowed ranks: 1-15

Difficulty: Medium

I.Info: Your squad has to battle through 5 waves of enemies.

-There are bonuses scattered around,there's is a repair kit that can repair you whole team's ships hull at high rates,there is also a damage boost that increases the damage output of your entire team by 50% for a short while.

-Here are the enemies you have to fight:

 

1.Rocketeer:

As you can see this is a Reaper,this ship doesn't fire any weapons,it only fires Octopus missiles,they are discontinued and are unguided,they have average kinetic damage and high velocity,the missiles can of course be taken down by the missile shield.

 

2.Butcher:

This ship is a Blood Tormentor,it fires piercing EM projectiles,high damage low velocity and high firerate,be careful next to this one!

 

3.Sniper:

This ship is a Chiron,also a nightmare for everybody that doesn't use cover,it can fire only its disintegrator at a higher firerate than the ordinary one,the downside of them is that they cant move only if pushed.

 

4.Turtle:

The most annoying of them all,has a shield that protects the front of the ship,hence its name,it also beneficiates of a very high-damaging Shrapnel cannon and very high speed,the downside is that they have a slow turning speed and aren't so smart,the only ways to damage through its shields is to use explosive weapons such as the Coil Mortar and piercing weapons such as the Singularity Cannon,good luck.

 

5.Demoman:

This is a Wakizashi ship,it will try to get close to you so it can use its reactor overload to self-destruct and deal high amounts of thermal damage they are fragile ships and can be taken down from 1 or 2 shots of any weapon,the most effective one against them is the Coil Mortar,alone,they aren't particularly dangerous but in high numbers can take down any unexpecting Guard ship.

 

6.Rabid:

This is a Apollo ships,it beneficiates of a plasma arc but the trick is that the arc works all around the ship in a short range,they are fast and very,very weak,any weapon can one-shot them,much like the Demomans they will try to get close and spin around you dealing lots of thermal damage,not as much as the Demomans though,a pulsar or a mine field can fend them off very easily.

 

7.Commander:

This is a Dragon ship,it has extreme hull tankiness compared to its shield,it fires a explosive EM weapon,it has a high firerate and low velocity,its enough for you to be in its trigger radius and it will explode dealing  a pretty good amount of EM damage,it also beneficiates of a pulsar that is permanently active.

 

8.The Cruiser:

The tankiest and the most dangerous ship of them all,you have to stop it from reaching the destination,its health bar is also displayed on top of the screen,it has extreme amounts of health and uses turrets,the best method its to start by destroying its 4 engines,dont stay too close to them though as they can deal thermal damage to you,both intact and destroyed,they will reduce its speed considerably giving you enough time to kill it,also killing hte turrets will deal some damage to it too,that damage depends on the tiers you play,by far you can kill the Cruiser by yourself at any tier,but at 10-15 the only way to kill it by yourself is to use a destroyer.

 

II.Strategy:

If you aren't that experienced at this mode it is recommended to use a frigate or a fighter,using a interceptor might not be as easy as a little mistake can kill you.The classes don't matter but if you want to finish fast(ifyouknowwhatimeanlol)you can try the Gunship,LRF and the Covert Ops the recommended weapons are the Coil Mortar and the Singularity Cannon aswell as the Plasma Gun or the Phase Suppressor.

 

2."Blackwood" Shipyard:

 

Map: 'Blackwood' Shipyard,Menar system

Allowed Ranks: 1-15

Difficulty: Medium

I.Info: Take down the infected AI's.

-This map has been around for quite a while,yet it still remains a intense gamemode.

 

1.The first stage requires you to defend the beacons from 3 waves of capturing AI's,keep at least one beacon intact,it is the single mode where you can restore a beacon's defence points even when you are taking damage.

 

2.The second stage features the destruction of 3 Nav stations.Hard to kill with the wrong classes so a frigate can be important in various situations.And of course easy targets for a destroyer blah blah blah OP.

 

3.The third and last wave requires you to take down the experimental 'Punisher' prototype,this ship was also a teaser to T5(Rank 13-15)ships,for the ones who didn't know.It has the abilities of all of the frigate classes,has 6 turrets,can use a very powerful pulsar and it can also use combat drones to replenish his shield.Like any empire ship,it has a very strong hull so kinetic weapons are recommended!

 

II.Strategy: 

A LRF can do this one easily,also a Engineer can be very useful too since its static barrier can block its pulsar,not very long but long enough to give you a window of opportunity to survive,aswell as a Guard ship can use its pulsar to fend off the pesky attackers.Remeber that you have to kill its reinforcements since they can give him various buffs such as combat drone healing and missile protection so if you use missiles try to take them out.

 

3.Captured Dreadnought:

 

 

Map: Captured Dreadnought,Pride system.

Allowed ranks: 1-15

Difficulty: Medium

I.Info: 

This map features a attack on the Dreadnought 'Ares'.

After a alien attack the Dreadnought was severely damaged,its security system weren't good enough to stop the pirates from capturing it,here you come in,you have to disable the security system the pirates have installed and take back the dreadnought!

 

1.The first stage requires you to capture 3 beacons,unlike in Blackwood,taking damage here will stop you from capturing it,it is recommended to take a interceptor for fast capture,especially a Recon,there are also some Flaks,fast-firing turrets dealing kinetic damage,try to destroy them as fast as possible or the beacon C will be har to capture.

 

2.The second stage requires you to destroy 4 Major Calibers,they cant attack but are also defended by lots of plasma turrets,take those down to make your job easier and for bonus points!

 

3.The third stage requires you to take down 3 missile turrets,they are different to each other:

​The first one fires kinetic missiles at a fast rate,high velocity and medium damage.

The second one fires heavy thermal missiles,very slow rate,medium velocity and very high damage.

The third one fires nuclear missiles,medium rate,high velocity and high damage,it also leaves a radiation cloud dealing thermal damage over time.

All of the missiles can be taken down by the Guard ship.

The turrets can be easily outturned even by frigates,stay close to them but mind the enemy ships,also you cant attack all of the 3 turrets at once as they are protected by some very powerful shields,they keep alternating and going one by one,the shileds will be deactivated for a brief amount of time,try to kill them as fast as possible in that time or you will have to wait until the shield will be deactivated again,the tackler drones may not be safe from them so try to place them farther then you as they tend to fire at the closest enemy to them.

 

II.Strategy:

The teamwork is required in this map,you can use the classical RPG team build,a damage dealer,a tank and a healer aswell as a scout(for the beacons and distraction).

 

4.Defence Contract:

 

Map: Colonization Hub,Olympus system

Allowed Ranks: 2-15

Difficulty: Hard

I.Info:

This mission is much like Fire Support,the single difference is that the units are somewhat less tankier than in the other one and that you have to fly more so slow ships would have a hard time completing this.

 

5.'Ellydium' Raid:

 

Map: Base 'Ellydium',Velorum system

Allowed Ranks: 4-15

Difficulty: Hard

I.Info:

The 'Ellydium' base was built with the purpose of alien technology and Iridium research with the Cartel behind thi,you and your squad will have to seize the Iridium and hand it to more loyal groups.

 

1.The first stage requires you to destroy 2 Charging Cells,they are protected by missile turrets so be careful!

2.The second stage requires you to defend 3 transport ships from Cartel ships and turrets,at least 2 of them have to make it to the station!

3.The third stage requires you to fend off a alien attack,2 waves of Biomorph followed by defeating the Boss:A Elite Hunter,the single difference compared to a normal Hunter is that its pulsar is stronger and so is the main weapon.

II.Strategy:

Its very simple,use some Coil Mortar LRFs,they will clear out the turrets and the Charging Cells for both the first and the second stage.

Third stage is easy but its recommended to use a engineer,there are multiple hiding spots where you can hide safely from the alien threats and use the attack drones to take them out without them being able to riposte!

You can try hiding in the hangar hole in the middle of the map,you cant miss it!

 

6.Operation "Crimson Haze":

 

Map: Abandoned Outpost,Solaris system

Allowed ranks: 4-15

Difficulty: Medium

I.Info:

-You and your squad will have to raid the Abandoned Oupost to retrieve important data from the Cybers.

-There are cybers that shoot singularity spheres that are red and deal high EM damage,try to dodge those.

 

1.The first stage requires you to break in the base by destroying the Cyber outpost,beware though,they are protected by Cyber turrets,shooting EM projectiles with a slow firerate and medium velocity with high damage, usually their blindspot is under the platform they are on.

 

2.The second stage requires you to capture 3 beacons to take control of the Long-range scanning system.

 

3.The third and last stage requires you to defend the scanner from cargo ships,you can do this by building Type 2 turrets,much like the Cyber turrets they deal lots of EM damage which will help you out a lot.

 

II.Strategy:

Using a Coil Mortar will help you to take out the turrets easier as you can hit them even under their platforms where they cannot fire,beware the Cybers though!It is a good idea to use EM weapon againist them.

 

The second stage will require Recons,you know why..

 

The last requires fast but high damaging ships,the damage wont interrupt you from building the turrets and the building process can be sped up if more players stay near the turret,teamwork is important here too!

 

7.Processing Rig:

 

Map: Processing Rig,Velorum System

Allowed ranks: 4-15

Difficulty: Hard

I.Info:

-The Processing Rig its not just a important resource base but its also a outpost,to stop the Cartel from capturing it,its a very important sector to the Federation.

 

1.The first stage requires you to stop a bunch of cargo ships from entering the station,they will have escort so beware!

 

2.The second stage requires you to disable the missile defence system,there will be also some plasma turrets and defenders.

 

3.The third and last stage requires you to escort 3 transport ship to the warpgate,dont let any of them to be destroyed or you will fail.

II.Strategy:

Gunships would be great for this,both firepower and mobility,perfect for all of the stages!

 

8.Fort Muerto:

 

Map: Fort Muerto,Vega system

sry i cant help myself 

Allowed Ranks: 10-15

Difficulty: Hard

I.Info:

-You and your squad will have to provide security of a pirate transport by leaving the base with the alien tech

-'Muerto' also means 'death' so you can call it "The Death's Fort"

 

1.The first stage requires you to take dwon the station's defenses,you will ahve to destroy 3 Charging cells,a Shield controller and 2 Magfield Projectors,all defended by Pirate turrets and irate ships!

 

2.The second stage requires you to escort the damaged transport,defending it from the pirate ships and turrets wont be an easy task.

 

3.The third and last stage requires you to destroy the Pirate Baron's ship built with alien tech,be VERY careful next to this one,its very scare cause it has a one-shot Singularity Cannon which can deal well over 50000 EM damage,they have low velocity though but that wont help the frigates!It is also accompanied by some Corsair and Cutthroats. 

 

II.Strategy:

You need lots of mobility for the first stage,a Recon should do fine or a Covert Ops,depend on what you like the most.

A LRF or Gunship would be good for the second stage,try splitting you team into 2 groups:

-A group to defend the Cargo ship from pirates

-A group to take down the missile turrets

Again,the teamwork is crucial here.

For the last stage would be a good idea to have manoeuvrable ships to dodge the death spheres.

 

9.Operation "Ice Belt":

 

Map: Ice Belt,Olympus system

Allowed ranks: 10-15

Difficulty: Hard

I.Info:

-You and your squad will have to prevent the Cartel from repairing their Dreadnought so they cant attack the Federation system anymore.

 

​1.The first stage requires you to take down 10 Missile defence turrets,they fire thermal damage dealing missiles at high velocity,so don't stay too close to them!,they will also be defended by lots of plasma turrets and Cartels ships.

 

2.The second stage requires you to capture 3 beacons which are defended by other Cartel ships and turrets,nothing more.

 

3.The third and last stage requires you to take down the Cartel Destroyer(Its not a actual destroyer,so calm down,jeez)It has a powerful Singularity Cannon,but not even close to the Baron's one,cause the Destroyer's balls fly faster.

 

II.Strategy:

For the first stage just take some LRFs and snipe down the turrets.

For the Second stage take some Recons to capture

For the last stage take some Engineers,hide and put the drones to work.

 

-Here the guide ends,hope it was helpful for you to understand better the objective and the backstory of the missions,If you will be lucky enough we may meet in-game and maybe we can share some more knowledge about the game,see you in battles!

 

                                         -TF

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A bit late, but very nice. ^^;

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Yeah i know,i didn't really made it for the contest,i made it just for generical purposes such as:

Knowledge

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Some general tips from me.

 

1. Fire Support and Defence contract

 

-Remember to pick up boosts scattered around. Green heals whole team, red increase damage.

-Destroying cruiser turrets damages it a quite bit.

-Being too close to points where destroyed engines were damages you

-LRF and CovOps invisibility seem to not have much difference than no invis

 

2. Blackwood

 

-At first stage, second and third wave spawn at the same spot. Pass a torpedo or position there with guard with pulsar there to wipe most of the ships

-At second stage, keep eye on enemy numbers, since they spawn indefinely and can quickly overwhelm you if you dont kill them

-Punisher pulsar can be blocked by engi static shield, but it will drop very quick

-Punisher reinforcments often use missile shields, take them down soon as you can

-General hiding spot is the "roof" near the spawn. Even slow ship should make in there before first pulsar

 

3. Captured Dreadnoght

 

-At first stage, near the beacon C there are fast firing turrets that can suppress you if you dont destroy them

-Second stage can be easily done by LRF "drifting" under EM scattering field and high dps weapon like heavy blaster. Otherwise one side of dread has almost no turrets at all, start of those first.

-In second stage, using singularity cannon next to one main caliber can damage the other one in single shoot

-Placing interceptor between main caliber turrets makes mobs to confuse and almost no shoot at all

-Placing nuke right above first flak on the right wipes most of them

-Missile launchers shoot at tackler drones as well

-Missile launchers targeted by white noise and ion diffuse dont shoot short while

-You can circle them taking advantage of their low turning speed. As the launchers always shoot at closest enemy, it wont shoot at all

 

4. Crimson Haze

 

-Outposts have spots where no plasma turrets can shoot

-Red bubbles shot by some enemies are very heavy damaging. Beware those

-In third stage, if you build all the turrets then whole team move on one side, mission should win by itself

 

5. Ellydium

 

-Most of people hide from Hunter under the hangar exit in middle of map.

 

6. Ice Belt

 

-As second stage of Blackwood, amount of enemies can quickly overwhelm you

 

7. Processing rig

 

-If you start destroying turrets from your left upper side, it should be easier. Again, enemies can overwhelm you.

 

I dont fly Muerto much, so I dont have tips for that.

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Yeah,i fogot to include some extra tips to that too,there was just too much info flowing in my head and took me a while to release it,i may include those in the guide but maybe later as now im busy with other stuff...

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You could have won with this man dang lol, good job, now people at least have some general idea about pve.

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8.Fort Muerto:

 

Map: Fort Muerto,Vega system

sry i cant help myself 

Allowed Ranks: 10-15

Difficulty: Hard

I.Info:

-You and your squad will have to provide security of a pirate transport by leaving the base with the alien tech

-'Muerto' also means 'death' so you can call it "The Death's Fort"

 

1.The first stage requires you to take dwon the station's defenses,you will ahve to destroy 3 Charging cells,a Shield controller and 2 Magfield Projectors,all defended by Pirate turrets and irate ships!

 

2.The second stage requires you to escort the damaged transport,defending it from the pirate ships and turrets wont be an easy task.

 

3.The third and last stage requires you to destroy the Pirate Baron's ship built with alien tech,be VERY careful next to this one,its very scare cause it has a one-shot Singularity Cannon which can deal well over 50000 EM damage,they have low velocity though but that wont help the frigates!It is also accompanied by some Corsair and Cutthroats. 

 

II.Strategy:

You need lots of mobility for the first stage,a Recon should do fine or a Covert Ops,depend on what you like the most.

A LRF or Gunship would be good for the second stage,try splitting you team into 2 groups:

-A group to defend the Cargo ship from pirates

-A group to take down the missile turrets

Again,the teamwork is crucial here.

For the last stage would be a good idea to have manoeuvrable ships to dodge the death spheres.

 

Imo it is one of the easiest PvE missions in T5(as long as you know what you should do) since you can solo stage 1 and 3 and stage to is beatable by 2 players

In all stages Gunships/LRF with high fire power or CovOps are fine; even empire gunships can dodge the boss when you stay around 1.5 km away from him with frigates you need more distance(and therefore more weapon range to stay effective)

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4.Turtle:

The most annoying of them all,has a shield that protects the front of the ship,hence its name,it also beneficiates of a very high-damaging Shrapnel cannon and very high speed,the downside is that they have a slow turning speed and aren't so smart,the only ways to damage through its shields is to use explosive weapons such as the Coil Mortar and piercing weapons such as the Singularity Cannon,good luck.

 

 

I've damaged the damn turtles with missiles.

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Also, teamwork plays in to turtles, as when they are firing upon an ally, they can be shot because their shields are turned.

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Also, teamwork plays in to turtles, as when they are firing upon an ally, they can be shot because their shields are turned.

Yes, 99% of the time i play a 2 man squad without a main weapon with explosive damage. To kill the turtles i'm using that strategy or missiles.

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I've damaged the damn turtles with missiles.

Missiles counts as explosive damage...

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Also, teamwork plays in to turtles, as when they are firing upon an ally, they can be shot because their shields are turned.

Yes,their shields cover only the front of the ship,let an ally distract their attention or hide by a corner to make them turn and try to stay behind them,that's it...

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Imo it is one of the easiest PvE missions in T5(as long as you know what you should do) since you can solo stage 1 and 3 and stage to is beatable by 2 players

In all stages Gunships/LRF with high fire power or CovOps are fine; even empire gunships can dodge the boss when you stay around 1.5 km away from him with frigates you need more distance(and therefore more weapon range to stay effective)

Yes but think about the frigate players,they might not see the mission as easy as the interceptors,just think more about it,it is also hard for the interceptors too as they sometimes lack in supportive capacities for their team,and if you dont expect it a Cutthroat Positron with crit can take you down to dangerous levels,making it easier for the Corsairs to finish you off and in the extremely rare cases you get hit by the green balls of the Baron with a interceptor,its a insta-kill no matter what,it happened to me,only once...

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-EDIT-

Corrected some typos and added some new infos and strats. If you find any other mistakes and missing facts(important ones of course)notify me and ill take care of that!

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Yes but think about the frigate players,they might not see the mission as easy as the interceptors,just think more about it,it is also hard for the interceptors too as they sometimes lack in supportive capacities for their team,and if you dont expect it a Cutthroat Positron with crit can take you down to dangerous levels,making it easier for the Corsairs to finish you off and in the extremely rare cases you get hit by the green balls of the Baron with a interceptor,its a insta-kill no matter what,it happened to me,only once...

LRF is also pretty good in this mission (at least I had 10k points once in this mission wiht a LRF)

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LRF is also pretty good in this mission (at least I had 10k points once in this mission wiht a LRF)

Still depends on the team and on the LRF you have,the empire ones have slightly longer range than the Jericho torps but travel faster,you can use the Reverse thruster to change the position and keep the distance by also using EM Scatter field so they dont attack you,but with the Jericho torps you can reach turrets all around the tower in the 2nd mission for example without moving at all,again,it depends on your playstyle...

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So... Fort muerto... Well as you said, it is an easy map for covops players, but hard w/o lrfs. For instance, in the second stage it is very useful to have 1 positron/laser lrf w/ RT, once you spawn, you double jump back (up the station) and destroy the turrets pretty much from the other side. For the first stage you can solo that easy with 1 covops. No discussion needed. For the last stage it is great to have two Lrfs. One focusing fire 100% of the time on the baron, other focuses mainly on reinforcements, if no Nearby, can focus ob baron as well. It is nice to have Rt on both ships with positrons/hb/lasers.

This comment I wrote is based on truly 500+ murtos and couple of games with only one player with you in the squad. (Credit goes to Rennie Ash)

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I believe in the mission where cargo ships need to be escorted, we've won even after 2 of them died. We have 3 ships and I think only one of them needs to survive the jump. Maybe you get better rewards for more surviving, or it doesn't allow any losses in higher tiers? But at least at rank 6 / rank 7 you can lose one of them.

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