while torping the groups of bios along with pulsar that pop up every now’n then.
So you took an entire Guard fleet and just ignored the Guard’s best weapon, the Anomaly Generator?
while torping the groups of bios along with pulsar that pop up every now’n then.
So you took an entire Guard fleet and just ignored the Guard’s best weapon, the Anomaly Generator?
the anomaly generator is an option, but the torps will serve a better use.
Although, we could use 12 generators at once against the inverters and simply use pulsar to fuel ourselves.
Either way, we need to stick close. This last run I kept having teammates go into the 2500 range and another guy kept undermining my planning… more organization is required! xD
I also need to find people with guards that actually defend against the inverters without popping their shields.
It’s troublesome. They must all have on the anti EM, and they must have a high base shield regen.
They must stick within 1000m of me, at least.
on the next one I’m going to try my hand at handing each guard a number.
One for each spectre field needed. number 1 first, to 12. and repeat.
The bios will attack the one in the open, but our regen will counter them for that time.
Of course, we’ll constantly take down their numbers via pulsar and/or torps.
We want the swarm.
I wouldn’t be against having a group of 3-4 people who are great at taking down the portals without ever dying…
while having a good 8-9 guards for the inverters and the defiler.
but those types are few and far in-between, so I opt for everyone being a guard and going through the tedious
process of perfect teamwork.
Well it has been proven that a swarm of empire gunships and an engineer are more than enough to kill the Defiler, would be nice to see different ship combos do the job too.
Even if this did work on paper you are forgetting the human element. First coordination between that many ppl using fields opens up so much room for error. It just takes a couple of mistakes and your whole stratigy is fubar. Then as it gets harder it just takes one guy moving off alone or missing his cue then you are wiped.
It might be a fun challenge to see if a good team can pull it off but the time and effort put into it seems a waste if there are better stratagems.
You’re right about the human element, but that’s also why it’s so fun. I believe it’s a strategy best used with ts. I think I’ll try some form of voice chat to command the randoms. (They’ve done great so far, but I can’t seem to be able to catch 12 straight guards with the right defenses, or guards in heneral, so there’s been a weak link for most of the rounds. I will probably be making a List of those who have it.
I have to actually say, I like this method. Really. It’s a funny take on the whole thing. I do not believe it’s the best strategy, but definitely one of the funniest.
If you ever make it through, with such a pure Guard formation, a video would be awesome
There is no way this formation would be able to take down Matter Investors
There is no way this formation would be able to take down Matter Investors
They didn’t get to point where Matter Inverters spawn… so they still think they can do it! :006j:
the Inverters were easy.
The only problem is dps. we got to the 10 minute mark, but we had only gotten the defiler to a little less than 75%.
We may have to add in a few high crit lrfs to our party. As soon as the shield goes up on the defiler, we head back before the inverter spawns, and we’re normally within firing range by the time it does.
the Inverters were easy.
The only problem is dps. we got to the 10 minute mark, but we had only gotten the guy to a little less than 75%.
We may have to add in a few high crit lrfs to our party.
Easy, visible targets, you say?
the lrfs would stay within the guard formation as invisible targets.
I’ll see what I can do about increasing damage on the guards.
I kept telling you it was a bad tactic. By all means, continue wasting Duplicators. I’ll save my Microchips for something more useful, like Doomsdays on my Ricasso or Strong.
And you can keep expecting to die at least once.
Guards hold up nicely. The problem was we weren’t on ts.
alright, so the strategy will be updated to 8, well used guards with the spectre field and a 37.7 regeneration on the module, and 4 high dps,/3 high dps with 1 healer ships. LRFs would be good to have. (provided they can self regen fully on their own, else-wise, bring one healer, 3 lrfs.
The guards must have a good amount of dps on their persons as well, provided along with 5-6+k range to the main guns.
Focus on the defiler at 5k range, or 5.5. then as soon as the defiler has his shield up, the entire group goes towards the opposite side of the map (not litterally, but by the time the Inverter appears, you’ll usually be within 5-6k range of it or 8k, either way, it’s short distance to travel for the main guns to work effectively. The LRFs will provide the extra damage needed to take it down after its first phase, or close to the second.
If the entire team has the dps needed, and they stick together and focus fire on only these two objects, it’s likely they will succeed.
As an added bonus, all of the lrfs will carry mines that will help to take care of some of the bios alongside the pulsar.
The problem with the 12-guard setup is a lack of mobility and healing. While it seems practical on paper, the truth is it wouldn’t work. You have no way of getting to the inverter and back to the defiler in a reasonable amount of time, and you also don’t have nearly enough DPS to take down the matter inverters quickly or the Defiler down nearly enough.
You also need a portal-closing crew, as you will be overrun by Bios once all the portals are open (or sooner). Running a crew of gunships, 2 commands, and an engie in the center works (as we have beaten the mission several times now using that setup), and using a fast engie, a gunship, and a recon to close portals works well too.
12 guards is not practical in the spec ops mission. Having a guard on the team is a good idea, as it can provide a missile shield, but no more than 1 guard is necessary, and the 1 should be a T-rex mk 2 as it is fast enough to get to the inverters and back easily.
A DPS/speed combo is most important for the special op, not survivability (survivability is still important though).
If only you’d have gotten the kill shot with that ram.
The problem with the 12-guard setup is a lack of mobility and healing. While it seems practical on paper, the truth is it wouldn’t work. You have no way of getting to the inverter and back to the defiler in a reasonable amount of time, and you also don’t have nearly enough DPS to take down the matter inverters quickly or the Defiler down nearly enough.
You also need a portal-closing crew, as you will be overrun by Bios once all the portals are open (or sooner). Running a crew of gunships, 2 commands, and an engie in the center works (as we have beaten the mission several times now using that setup), and using a fast engie, a gunship, and a recon to close portals works well too.
12 guards is not practical in the spec ops mission. Having a guard on the team is a good idea, as it can provide a missile shield, but no more than 1 guard is necessary, and the 1 should be a T-rex mk 2 as it is fast enough to get to the inverters and back easily.
A DPS/speed combo is most important for the special op, not survivability (survivability is still important though).
That’s basically exactly what’s wrong with this setup. I did two runs with WolfKhan’s wing earlier today, and there were three easy to see problems. One, the portals kept building up, making for the last few minutes to be almost entirely devoted to killing bios. Two, nobody could get to the inverters quickly enough – while there were a bunch of anomaly generator shots on the inverter rather quickly, it wasn’t enough to blow it up consistently before two pulsars. Three, there was nowhere near enough dps, as the defiler was only down to 75% health by the time 20 minutes had passed.
There were also problems for me alone, since I was in a jericho command. The constant shield drain without an engineer meant I had basically no tank besides the diffusion shield. The sheer number of biomorphs towards the end of each run also meant that I had an amazing number of them shooting at me, taking down my ship in about 30 seconds. Spawn invulnerability and diffusion tank included.
The problem with those few rounds was that we had a few times when we were visible to the bios for more than 5 seconds, and that some of the team was focusing on the bios instead of the defiler, or the Inverter. it’s because of that we had a little more trouble than we should have organizational-wise.
Anyways, that one was good through most of it. we’re going to do it with 8 guards this time with a lot higher dps LRFs and a healer. (if all of the guards are Inquisitor S’s I may be able to trim the number of spectres needed to 6-7 (depending on the end recharge time. I need to rebuy my inquis s xD). and the others would be the lrfs and healers, bringing even more dps into the fold.
(I had a decent round where the entire team moved in unison to the inverter and back to the defiler when needed, and it proved to be rather quick, quicker than our runs with it, so there’s one thing we were missing. We needed to be faster.
I’ll see what I can do about putting up more dps into the guards. (The anomaly generators, one for the defiler, and one for the Inverters, per round, for one.)
This is a rather fun strategy to bring into play and create, and the end result will be that the bios will be dealt threat-less.
Let’s see if I can find a healer with a good pirate shield regenerator. (for future reference, try to bring your command’s base shield regeneration into the 200+ or so range, and when it stacks upon the healers regeneration, there will be no cost for you.)
ESB Defeated the Defiler. Countless Duplicators were used.
ESB WING COMPOSITION
6 Gunships (types unknown)
2 Engy
2 LRF
1 Octopus
1 Interceptor
Octo and Inty were on Alien portal duty and gunship wing took out mass inverters.
Time of Completion was under 14 minutes.
Good Luck Pilots.