Federation Verses Borg Scenerio

Share and discuss your gameplay strategies.
1, 2, 3
posted on December 19th, 2010, 1:41 am
Well then put a green nebula nearby and if it won't use the holding beam good micro will be all you need
posted on December 19th, 2010, 2:26 am
i love how everyone only focuses on holding beam on a mage cube...

according to the OP  that mage cube has all special weapons that means borg cube can use devastatign attack, nanites, and even cutting beam which 1 hit kill small ships with no shields....

so unless the cube is weak towards glare attacks from the crew of the federation ships, then i have no idea how the fed fleet can win even with those few numbers...
posted on December 19th, 2010, 2:35 am
Even if there were a way to do it, it would be so difficult most people wouldn't be able to.  I really think that you should rethink the scenario to give the feds a bit of help.  A starbase would probably have other ships with it, right?  You could add those, and even put them on a separate team if the player is supposed to only have those ten ships.  You could make the cube start off damaged, because if the player's fleet just found the battle, the cube could definitely have been damaged before they got there.  Even if it were possible with nebulas/wormholes and such, you'd have to be pretty good to succeed (and there's luck, too - if the cube uses holding beam on the defiant, it can't even run away into a nebula).
posted on December 19th, 2010, 9:36 am
You also realize that 2 torp modules give it the ability to send some of its torp damage past the shields, right?  And if the AI controls it, the very first thing that it does is Nanites your fleet.  Then it shoots a steamrunner.  This storm of misery will continue with brutal effeciency, except that by setting it to 'if anything dies, you lose' the fact that the borg cube can insta-gib a ship as fragile as a steamrunner will hand you a loss outright.

If it can't detect your ships inside blue nebulae, it'll just resume attacking stations, and it won't take it very many torps to bring one down.

It's a cube...it's more dangerous than a Tavara.
posted on December 19th, 2010, 1:35 pm
well its almost imposible, but ai might behave stupid if you are lucky. First nebulas are useless, they kill miners not cubes, refits can fire intrepid tricobalts if you have them researched, you can use the steamrunner special, but pull them behind the starbase, outside the medium range of the cube, when you see defiant geting assimilated you can prospone asimilation a second or 2 by teleporting from engineering or science and maybe other structures, that means you are granted control of the structures, when you get to the outpost, the ships wont be fired upon if its being asimilated so shields can be down. Btw you have special energy for 2 critical shots on the defiant. use the second one, if it works, it will stop the beam i think although against a mage cube, probably you will not be lucky, if he has nanites, you cant micromanage anything, no engines = you are dead. basicly your only chance is perfect micro with repairing ships in the yard near the outpost, or have the starbase to take hits and use the descent special on it. STC near the outpost, would be nice, to use the warp in.
Will you be able to pull it off? maybe armada with 10 guys, everyone gets a ship :D, but too hard for most people including me, or even impossible... you cant cause enough damage per second to kill the cube.
But if the nebulas were veteran they can use warp ins ^-^, lots of new ships incoming :thumbsup:
posted on December 19th, 2010, 2:37 pm
5 of the 10 ships are veteran.  The Descent, Defiant, a Steamrunner, a Nebula and a Nebula Refit.  The rest are at random ranks below the Vetran rank.  And you don't have any control over the stations.  Their relation to you is neutral, but their relation to the cube is enemy.  Your relation to the cube is enemy.
posted on December 19th, 2010, 3:35 pm
Myles wrote:not enough ships. also any defiants or small ships are gonna be stolen.

critical shot wont affect that ship much since it has 3 holding modules, each one reduces the effects of specials.


Afaik isn't it coded to be impossible to disable borg weapons? Could swear I read somewhere the devs made it impossible for borg to lose their weapons because they already start with no shields.
posted on December 19th, 2010, 3:49 pm
System value reduces duration of disables.  This means that a mage cube is effectively immune to most forms of disable due to fixing it faster than you can notice it.
posted on December 19th, 2010, 4:16 pm
Ducky wrote:Afaik isn't it coded to be impossible to disable borg weapons? Could swear I read somewhere the devs made it impossible for borg to lose their weapons because they already start with no shields.


borg weapons certainly are vulnerable to being disabled (ie flashing yellow, temporarily disabled)

its very hard to destroy (make red) any borg subsystems since they regen fast.

also the mage cube restores disabled subsystems fast.
posted on December 20th, 2010, 3:08 am
Borg weapon systems are impossible to destroy :)
1, 2, 3
Reply

Who is online

Users browsing this forum: No registered users and 5 guests

cron