Remain calm!!! In the words of Douglas Adams, "Don't Panic!" This game is insanely complicated and you'll find people that have played for nearly a decade that are still learning about it. Bottom line: only a savant could know everything. The beauty is, YOU DON'T HAVE TO! Most of this game can be gotten through almost haphazardly as far as making it to the end of the episodes in general on Normal difficulty. Your best bet if you're just starting out is to try everything and learn what you can from each experience. When you're really in a bind, ask the fleet or armada. Everyone will be delighted to try to answer your question.
Below are several subheadings of various aspects of the game that can be especially tricky, followed by a few extremely common questions with direct answers.
There is no "Right Way to do it". You will hear a million opinions and an untold number of strategies. Almost all of them are valid and functional to varying degrees. At the end of the day, you need to decide how YOU want to play the game based on your available information and find what works for you.
The bad in-game explanations are never-ending. You will see these everywhere you look. If you don't understand it, ask an experienced player before you commit to something that probably does not work the way you think it does. It can be very very costly.
Wrong. Right from the beginning this is the wrong attitude. There is no "better" character profession. There is only "The character profession that you can most easily play with your own style." Even to that extent, each profession can be played in different ways to achieve different effects. There are the typical roles that each is "best suited to" but this isn't necessarily the only way to do it. An easy breakdown of the simplest aptitude might be:
Tactical: think of this profession like a focused Laser. A Tactical character is usually exceptional at picking one target and making them disintegrate before they can fire back at you. Against very heavy targets, a Tactical character can also provide a punishing degree of firepower that whittles their HP to nothing rapidly. The typical drawback of this is that Tactical characters are often very lightly defended, meaning that they can destroy a target efficiently but often cannot survive a large amount of aggression aimed at themselves (in fantasy games this would be similar to a "Rogue", "Ranger", or "Berserker" type of class).
Science: this is easily one of the most difficult professions to describe since they have such a wealth of variety in their skills and functions. The Science captain is often considered similar to "Clerics", "Mages", or "Wizards" in RPG-style Fantasy games in that they are typically lightly guarded and do not often give damage through straight equipment, but make use of their skills to change the course of battles (often in very dramatic ways). A Science captain is both the most powerful "healer" and the most efficient user of "AoE" (Area of Effect) type skills that can decimate entire hordes of foes. As a trade-off, science ships gain the strongest benefit to their shielding systems - because they really need it - and some science consoles are built with a modifier to reduce the amount of aggro (or "Enemy Attention") they accumulate.
Engineering: another very difficult profession to describe. Engineers have a great wealth of versatility because their kit modules and skills allow them to either become major fortresses of defense for tanking, overwhelming (but slow to reload) damage dealers like artillery, or potentially even healers to a certain degree. In space, in particular, Engineers have a wonderful ability to literally just snap their fingers and repair their ships completely up to two times per couple minutes. This makes them invaluable for drawing enemy fire to spare other teammates the punishment or allows them to create fast, maneuverable gunships that normally could not survive much enemy aggression. Engineers also have an incredible ability to generate power in their ships, meaning that all systems can function at a very high level and release punishing amounts of weapons damage with high shield regeneration or, if skilled correctly, they can even blast out science abilities nearly on par with a Science captain.
Now here's the funny part: NONE of that has to be true. It is completely possible to make a Science captain that is especially good with a rifle and can't launch a tachyon beam to save their life. It is absolutely possible to make a Tactical captain that can tank but can't fire a phaser. It is certainly possible to make an Engineer that is amazing at launching Gravity Well and Torpedoes to finish off an opponent but has no clue how to repair their own hull.
Other people can tell you how They Did It and as a baseline it may help you get started, but in the end you'll do it your own way when you've gained the experience and knowledge to try new things.
Episodes, episodes, episodes.
Some veteran players right now are going crazy with the open availability and ease of access with Patrols. Hitting a patrol once per day to get the dilithium bonus is definitely a great idea - a solid 1,000 dilithium ore in fifteen minutes or less is a nice start to your day, but after that bonus, there's no good reason to live on the patrol system. The amount of experience that it gives off is simply not as good or as quick. Episodes take longer, yes, but they pay out such a substantially larger amount of experience in one shot that it outweighs the expediency of patrols. If you have ships to master, the patrol system is fantastic. If you're looking to get marks, don't use the patrol system. You'll get 30 for your first run and everything after that will only pay 15. It's not worth it. It takes 30 to load a daily reputation project when you've gotten them unlocked and you'll never get enough this way to actually get ahead. If you want marks, play TFOs. Find a good team of friends and smash them together if you can.
Episodes will level you the fastest of any method in the game and, as a bonus, many of the episodes contain excellent mission rewards that will be useful to you even in the endgame. If you get them early level, most of the really great ones will continue to upgrade (FOR FREE) to Mark 12 alongside your own progress. Many episodes also contain mission rewards like traits, costumes, titles you can use, one in particular even gives you a ship you can actually fly and use in the Admiralty system, another gives a ship card you can use in the Admiralty system (and is incredibly useful for a freebie).
Don't neglect the Doff System (Duty Officers). As soon as you have it unlocked, load as many various types of Doff Missions as you can all the time. Not only do they pay out in experience that you don't really have to work for, they'll pay out in currency to a small degree, a portion of dilithium ore that does actually add up, and sometimes you'll get critical results that can really pay off. When you've built up a duty officer school to a new level, you'll get a free duty officer from that type of higher quality and these can also give you great bonuses in space or ground combat if you set them to "Active". Others, like Quartermasters, Research Lab Scientists, Fabrication Engineers etc, are necessary for creating items in your R&D schools. The higher the quality, the better the chance of you obtaining a critical result or an item with a higher quality rating (which means more modifiers, better sale value, and possibly "Unique" modifiers that cannot be altered, but often put a real Punch behind great equipment).
Answer: "Yes"
It's not a question of "Which". Once you have the reputations unlocked, you should be massacring them ALL 100% of the time until they're done. I cannot stress enough the value of completing each and every single Reputation all the way to Tier 6.
Upon claiming Tier 3 in several reputations there will be class-specific Kit Modules you can create and almost unilaterally these are very affordable and EXCEPTIONALLY GOOD. Upon claiming Tier 5 in all reputations, the character will gain an exorbitant amount of dilithium ore, several hundreds of marks, a number of elite reputation project items, and a special skill from that reputation usable in battle (It cannot be overstated that the accumulated total of dilithium ore from this, all reputations combined at Tier 5, is nearly half a MILLION. It will take you Months to refine all of this). Upon claiming Tier 6 in all reputations, each skill given at Tier 5 will now automatically increase in its effect, your captain can claim a retrain token (for skills - and this is invaluable if you realize at some point you wish to try something different or made a mistake), your captain can claim a Fleet Ship Module that is necessary towards buying one of the Fleet line of ships that are some of the best in the game, and the various weapons you can requisition from that reputation will be available in a second damage type in case you don't like the one they normally come in.
Probably the most useful part of obtaining the higher tiers in reputations is that at Tier 5 you will obtain "Sponsorship status" with that reputation. This used to have a very different meaning in the game that has since been changed. It's current meaning is that for any future character YOU create, they will obtain twice the degree of experience within that reputation towards Tier Progress. In other words, you slave your way to the top the first time and for every future character you ever make your progress will only take 3/4 as much work (Tier 5-6 will gain this bonus on your first character too).
It cannot be stressed enough: DO THEM ALL.
Wrong attitude again.
There are, technically, the types of weapon energy or torpedo damage that are "presently" able to produce the greatest effect, but when you're talking in terms like that you're really referring to getting numbers like 100K-300K DPS (damage per second) and honestly, you just don't need this nonsense to get through the game or even be "awesome". Any character should be able to make it through every episode of the game, on Normal difficulty, to the end if they're capable of 10,000 DPS. This can be very easily achieved with practically any combination of weapon damage types and some judicious planning. In order to be capable of handling "Advanced" difficulty TFOs, a character should really try to obtain at least 20,000 DPS and again, this is still very very obtainable with basically any damage type. Your average "Pretty Strong" player is capable of between 70K-100K DPS and they've been working for years to get that far. At this level of play, you're still going to see every kind of permutation because all of them can get you there.
For newer players, I typically recommend that Federation and Federation-allied characters try to stick to Phasers and Quantum torpedoes if you're using projectiles at all. The game has some great episodes that will give fantastic versions of these weapons as rewards as well as consoles that will support their function handily. Romulan characters get a barrage of Plasma-based weapons as mission rewards early in the game, and this can work for a while, the game even has more plasma-based rewards later in episodes that can be pretty good and right now the Borg and Ferengi Plasma weapons are pretty excellent. If you plan to dump money into the game to get to the point of buying those soon, maybe sticking to Plasma is great for you.
End of the day: every damage type can be made functional enough to get you where you want to go. There is no "best" really and in the near-future, the ST:O developers may always inject some new console or weapon that changes the balance somewhat. Use the weapons you like or can obtain easily until you can get the ones you want to use. But the most important thing is to pick sort of a "theme" and stick to it. You don't want to mix too many types of weapons on one ship. This is often called "making a rainbow ship" because you'll be spewing all the different colors. It doesn't really work without some outrageous investment and even then, it's just not as good. You'll want to choose probably only one type of energy damage - for cannons or beams - and at most 1-2 kinds of projectiles. Some players ignore projectiles entirely and pick a single type of energy damage and this is called making either a "Beam-Boat" or a "Cannon-Boat". Some players go the exact opposite way and completely ignore energy damage in favor of loading ONLY Projectiles and this is called making a "Torpedo-Boat" logically. Torpedo boats are very hard to make, but if you get it right, they're devastating. Beam boats are extremely simple and incredibly effective (as well as inexpensive). Cannon boats are a bit more costly because they're harder to equip right now. The market has cannons very expensive because they're highly prized, they tend to do an absurd amount of damage when set up correctly.
Something very funky about this game: Many of your statistics bonuses don't apply in many situations.
When you're standing on the ground, even if it's inside your own ship, your ship bonuses are all basically "turned off", so when you look at that screen, none of those numbers are even close to accurate. Likewise, when you're in your ship or shuttle your ground bonuses are all "turned off". If you want an accurate reading of your stand-alone starship statistics, you can enter Sol Orbit of ESD (this is most people's standard method because it's so simple and quick to get to and you're not actually in a combat zone) or you can enter the Dyson Sphere Contested Zone or Undine Space Battlezone. Any of these options will adjust your statistics to your "True readings". Likewise, if you want to see your accurate ground statistics, you need to enter a genuine ground combat zone. A simple one to access after level 50 is the Dyson Sphere Ground Battlezone. You'll beam into the command center which Voth hardly ever truly invade and when they do they get cut down in seconds - it's actually hilarious.
Yet a THIRD possibility for your statistics also occurs: when you're teamed with other players, you will often receive bonuses based either on your own skills and traits or theirs. This means that every single time you warp or beam into a TFO with random people your combat abilities can be vastly altered. If the rest of the team is fairly low level or has little as far as team buffs, your numbers won't change much. However if they've applied a lot to team benefits or you have yourself, your statistics can be as different as though you were playing someone else's character entirely. The change can be shocking. This is also the reason that if you go to have your DPS Parsed (which is done in one of two different TFOs, explained further down) your numbers can be just staggeringly different each time. Sometimes you'll spike to a reading that's simply impossible and other times you'll pitfall to a depressing amount that you just can't believe. The goal is to parse several times and develop an average as a "Mean Total". Your DPS is never perfect, it can only be an approximation.
To start with, the free ships that the game provides are pretty much just to get you moving and give you a taste of the different kinds of ships out there. It isn't even remotely the full range of possibilities and none of these ships is really powerful enough to carry you in the endgame. CAN you make it work for a while? Yes, sort of... but you'll be suffering the whole time and if you're running TFOs your teammates will be doing a lot of the heavy work to cover you. In the end, there are a number of interesting ways that you can acquire ships and none of them are specifically better than others, but it depends on what you have to work with and what you're trying to get out of it. Some examples are:
C-Store (Zen) Ships: If you're able to pay out real world money for Zen or farm a huge amount of dilithium to trade for Zen on the exchange, you can simply purchase Zen and use it to buy starships from the C-Store in the game. If you're just starting out and looking for your first big powerful ships to get moving, you should take a long hard look at the ship bundles. They have their own tab in the store and each bundle is a collection of ships following a theme of some kind or another. You'll want to be pay very close attention to what that theme is and whether or not it works for your purposes. For example, there are "Cross-Faction" bundles that include the same type of starship (with minor differences) from all three of the primary factions; Federation, Klingon, and Romulan. Now, since they've made Romulan ships available to all three factions, that means that no matter what you'll get two starships out of this for any character you possess, but Federation captains can never possess a Klingon ship and vice versa, so if all you have is one or the other, you're buying a wasted ship unless you make a new character in the opposite faction. Romulan captains eventually must choose an allegiance, and this similarly limits their starship options. The four big advantages of C-store T6 starships are that they will give you a "Starship Trait" which is a skill that will affect your piloting or combat abilities throughout any space encounter; they will come with a Universal Console of some kind unique to that ship but which can most likely be used anywhere else (some exceptions apply, READ CAREFULLY); they can be claimed on all characters in your account immediately after finishing the tutorial in Perpetuity; finally, if there is a "Fleet" model of that type of ship, you will then be able to purchase it from a shipyard for only One (1) fleet module and 20,000 Fleet Credits as opposed to the normal Five (5) module and 20,000 Fleet Credit cost.
Fleet Ships: If you cannot afford Zen or find an interest in a Fleet Ship that does not have a C-Store counterpart (there are a small number like this) Fleet T6 ships are amazing. If you don't have a Zen ship already related to the ship you want (or there isn't one anyway) you will need to possess Five (5) Fleet Ship Modules and 20,000 Fleet Credits to purchase a Fleet Ship. Additionally, the fleet shipyard must be high enough tier to create that starship (We are approaching Tier 4 soon and will only have one more to go after that - and it is our top priority at the moment for fleet projects after the Tier 3 Dilithium Mine Upgrade) and the fleet must also have at least one Starship Requisition Provision for you to make a purchase. Acquiring Fleet Ship Modules: You can obtain Fleet Ship Modules through the C-Store for a ridiculous price that isn't actually a savings. If you're going to spend the Zen on the ship modules to buy a Fleet, you should just buy a C-Store ship instead and have it for all characters for all time with Traits and a Console. The better method, although it takes a lot of work, is to develop your Reputations to Tier VI (explained above) and requisition the free modules. In the time you'll require to get these reputations developed, you will really know which ship you truly want and it will be all the sweeter when you finally get it. The Advantages: Fleet Ships are usually very closely related to many of the C-Store T6 starships and provide a different "skin" for the hull as well as basically the same bonuses, however, a Fleet T6 starship will have one additional console slot and greater hull capacity than its C-Store counterpart. This effectively means that the Fleet Ship variant is the stronger ship, since it can be added to more and it has innately better defenses. The Disadvantages: a Fleet T6 starship is technically more powerful than a C-Store ship but it Does Not Come With A Console and it Does Not Give You Starship Traits. This means that if you already possess the C-Store variant and already have these things, you aren't missing out, but if the console and starship trait from this ship are things you want, buying the C-Store version FIRST is very very strongly advised. Additionally, unlike C-Store T6 starships, a Fleet T6 is NOT available to all of your characters from then on. Each character you wish to possess this starship must buy it individually themselves.
Lockbox/Exchange Ships: If a player spends an exorbitant amount of money on Zen, buys a few hundred Master Keys, and furiously opens Lockboxes, they will eventually get a special requisition for a starship, and most of these are the really heavily desired hulls for what people call "Space Barbies" - (Looking really pretty, "substance" not necessarily guaranteed). Things like T6 versions of Constitution class starships come from this kind of gambling. The bottom line is, the odds of actually getting yourself a good ship out of a lockbox are so abysmal you'll go broke a few hundred times and maybe manage to pull a ship out once in five years. It's simply not worth trying to get lucky. Instead, these ships are sell-able on the Exchange market and many players do this specifically to make an enormous amount of Energy Credits for whatever else they're trying to do. These ships (the ones really worth buying) will cost you literally Hundreds Of Millions Of Energy Credits. If you're already planning to throw an absurd amount of money into buying Zen and then buying Master Keys and selling them on the exchange to build up your Energy Credits, get to work on that and expect to spend a few weeks or months doing that so that you can buy this One Ship. The Pivotal Question: Ok, it's probably a good ship, but is it a great ship that's going to really change my life? NO! Lockbox ships are horribly expensive, they're highly sought after, some of them will, indeed, give some pretty amazing traits or consoles or have a beautiful design for starship setup, but you do not NEED these ships to be successful and they will not INSTANTLY make you a God(dess). Additionally, like Fleet ships, Lockbox and Exchange ships are only available to the character that actually purchases them and opens the box itself. You will need to buy one of these ships for each of your characters that you wish to possess it. The majority of powerful players never needed these things to really crush the game. They are for fun, and they are fun, but get them LATER when you're established.
Lobi Store Ships: Lobi crystals are an "added bonus" to opening lockboxes, described above. For every lockbox you open you will receive anywhere from 4-20'ish Lobi Crystals that can be used to make purchases at the Lobi Crystal Consortium (easily found on Drozana Station). Many interesting items can be found at the Consortium and they are worth taking a browse and planning for the future, but obviously none are more expensive than the ships that can be bought. They're going to cost you 900 each. As a reminder, the lockboxes will likely give you an average of about 8 crystals and it currently costs either 125 Zen or 6,750,000 Energy Credits to buy a single Master Key to open a single box. YOU WILL GO BROKE trying to do this if you're still young in the game and you won't NEARLY get close to accomplishing it. The Lobi ships can be pretty fantastic, and if you want to plan ahead to your later game, you should take a look, but do not make this a goal until you're very well established. Additionally, these ships are exactly like the Fleet and Lockbox ships in that they do not become available to all of your characters upon purchase. Every character you wish to have this ship will need to buy it separately (ULTRA EXPENSIVE).
Phoenix Store Ships: It used to be that the Phoenix Event was a special thing that only happened for a one week period every once in a while when the developers decided to launch it. They have decided late (2019) that the Phoenix Event would become a static part of the game and Phoenix Voucher Boxes can be purchased directly from the Dilithium store at any time. You can buy these singly for 4,500 Dilithium or you can buy them in a bulk purchase of 10 for 40,000 Dilithium (the savings is worth it). When you open one of these boxes you will receive a "Phoenix Voucher" of a certain quality following the established system for all items in the game. The Ultra Rare and Epic quality vouchers will give you the options to buy a ship if you contact Grim on Drozana Station. Many of these ships are very interesting and have "Niche" value for people interested in certain types of ships that are not normally available in other parts of the game. Some of the Epic ships include highly sought after consoles or traits that many players will spend absurd amounts of dilithium trying to obtain. If you're newer to the game, you don't want to blow all of your dilithium doing this as, just like the other methods of gambling, your odds are terrible and it's insanely expensive. This is one of the draws that's intended to coerce players into spending money to buy Zen to exchange for Dilithium to buy these boxes in mass quantity. Just like all of the last several ship types we've described here, Phoenix Voucher ships are NOT available to your entire account upon obtaining them, they are only available to the specific character that actually purchases them.
So you've been playing for all of ten minutes and you've quickly come to realize that this game operates on the dilithium trade and you just can't make anything happen without a LOT of it. They did that on purpose. Consider how the economy functions: Dilithium itself cannot be traded between characters directly, you can hold a huge amount of ore on every character but you can only refine 8,000 crystals per day (with variation depending on your veteran or subscription status - or making use of a fleet dilithium mine project). Dilithium can be traded directly for Zen on the Dilithium-Zen exchange but the price is just absurd. Everything you want to do with dilithium costs an absolute mountain of the stuff. And finally, Energy Credits and Gold-Pressed Latinum don't really have any exchange value for dilithium at all, directly anyway.
Here's how the Developers see it: if you the player spend a certain amount of cash dollars or Euros or Yen or whatever currency your country uses to buy Zen directly in volume, they make money to continue producing the game. You in turn, with your Zen, can either purchase items directly in the game or you can trade your Zen for a huge amount of dilithium from other players that cannot afford hard money for in-game items. Currently (May 15, 2020) the Zen exchange is trading a single Zen for ~366 dilithium crystals on PC. Let's do some really fast math here: You can refine 8,000 crystals per night and so can all other players. If you're the Zen seller and you're trying to gain dilithium from players, they can trade 7,686 crystals per night to buy 21 Zen coins from you. Following the typical rates, this means you can spend about $10 real world money to buy 1,000 Zen coins and you can further make this same exchange for dilithium 47.6 times (47.6 trades with other players for their dilithium). This amounts to nearly 400,000 dilithium (with some fluctuation, because the rates change almost nightly). And if you're near the bottom of the market, your Zen will disappear VERY FAST. This is not a "sit and wait" kind of transaction. Almost as soon as you post it, if you're near the low side of the market, your Zen is GONE and you're dilithium rich - for now.
If you're wanting to buy literally 100 Phoenix boxes to go hammering after equipment or Phoenix Upgrades (the most efficient in the game after an item reaches approximately MK X or XII) you can spend $10 and sell your Zen to other players and Cryptic gets a few bucks to help them keep rolling. This system is fantastically advantageous for the people willing and able to spend money and it is slavishly terrible for those that cannot or don't wish to - but if you're playing the game for free, you should probably just be grateful that it's even possible.
But I'm on that other side that IS playing for free and I need Dilithium to buy Zen or enjoy upgrades or buy T1-4 ships: You have a very long road ahead of you. It is not terribly difficult, but it is somewhat repetitive and it can become Work. It is important that you as the player be conscious of your limits and not get too carried away with this task or you will experience Player Burnout for certain and quickly come to hate this game or wreck your life trying to play it too hard. Below are some quick tips for getting Dilithium the fastest you really can (hopefully without killing yourself in the process):
The Dyson Sphere: Make full use of the Battlezones once you've passed level 51, but preferably level 65. The fastest and easiest to take advantage of is the Dyson Sphere Ground Battlezone in which you will capture points from the Voth to make progress towards controlling the entire zone. At the end of this battle of attrition, there will be three Godzilla-like monstrosities that will attack the city in three separate locations. These are raid quality enemies and you will not do well fighting them by yourself if you are not very very strong. The trick is to be relatively close to one of their spawn locations near to the time they will arrive (A progress meter makes it very clear and Commander Arnold will explain how it works the first time you arrive). You'll want to smash the dinos as quickly as you can, then make your way to a teleporter and to another area of the city to hopefully take out another of them, and possibly all three if you're fast enough or very lucky. When you have completed conquering the zone, running all four of the zone's daily missions, and taking out at least one "Godzilla" you should have accrued approximately 5-10,000 dilithium ore (You can actually make MORE than you're able to refine per day!!!). You will also have obtained several hundred Dyson Sphere Reputation Marks and a host of Voth Cranial Implants. These can be traded through the reputations system for even more dilithium ore. And you can achieve all of this within approximately 10-20 minutes depending on whether or not you went with a team. Team bonuses are always better and progress is always faster. The more friends you bring with you, the better a day you're going to have. You can do this once per day on each of any characters you own, so if your current goal is to farm an absurd amount of dilithium to advance your primary character, you can attack this zone once per day with each character you have at the expense of possibly 15 minutes on the average per each. This means that if you have a full roster of characters and want to invest a total of two hours, you can max out their daily dilithium with no problem at all and even develop a surplus with each character (so that sometimes you can just take a break from all of this WORK). This gets labor-intensive, but if you want it, it's the fastest way.
Vlugta Mining Asteroid and Fleet Dilithium Mine Holding: The Vlugta Mining Asteroid is a non-combat map owned by an NPC Ferengi that basically allows you to mine a certain amount of dilithium directly off the surface of an asteroid once per day. You can acquire a decent amount of the stuff this way, and the benefits of doing this are reasonable, but not impressive. The nice thing is, because it's non-combat and it's accessable to players of all levels, you can actually create "farmer" characters that will just live on this asteroid and mine dilithium for you and have no other purpose. You don't have to equip them, play them, use them, or anything. Log in, mine, shove your dilithium in the Zen Exchange, and get off that character for another 24 hours. Similarly, the fleet's Dilithium Mine is able to let you do the same thing basically and it's very nearby in space (Both places are within a few sectors of each other in the Alpha Quadrant). You can easily bounce back and forth between them, and the Mine also has an NPC that gives a Duty Officer mission that allows you to refine an additional 500 Dilithium Ore per day, making your potential total 8,500. It sounds paltry. It adds up. Additionally, whenever a "Dilithium Weekend" comes around at the developers' whims, the amount of dilithium you can mine from the Vlugta Asteroid will be increased, making your daily income more beneficial.
Ferengi Tours of Duty (Admiralty): While completing certain admiralty missions will give you an amount of dilithium anyway - and some give quite a bit if they have special conditions such as "Lucky Vein" or "Rogue Dilithium Asteroid" - the Ferengi Tours of Duty will end at tour 10 of 10 with a special bonus. Upon completing this tour your character will receive a "Dilithium Bonus Pool". It used to be that you would simply receive a lump amount of 30,000 dilithium ore and that was the end of it. Cryptic has decided that they wanted to encourage players to actually PLAY the game more, so instead of giving you an immediately usable sum that you could just refine for 4 nights, a bonus pool doesn't work the same way. Every time you do something in the game that typically rewards a dilithium amount, such as playing TFOs or completing an episode, the amount of dilithium you earn from this action will be increased by a percentage and that amount is deducted from this bonus pool of 30,000 until it has been used up. Since you should be doing Admiralty missions anyway, and they only take about 5 minutes to set up, it can be very worth it to obtain this bonus and passively gain more dilithium than you normally would from regular play. At this time, the Fleet has requested that all capable characters attempt to make use of the Klingon Tours of Duty instead and put the bonuses from these tours towards Fleet Projects, HOWEVER obtaining personal dilithium is an equally important goal and no one will blame you for doing what you have to do. Particularly if you are a newer player working on your own advancement, Admiral Christie actually encourages you to divert your focus towards the Ferengi tours to build yourself up. Get stronger! It's good for everyone else as much as it is for you!
Doffs, Doffs, Doffs, Don't Neglect the Doffs! Doff missions typically pay out a small quantity of ore, but a few of particular note can pay out 500 for a normal success and can give critical successes that make a big difference. Again, Doff missions only take up approximately 5-10 minutes of time to set up (unless you're doing it haphazardly and then it only takes 2 or 3). In particular, Colonial missions given by your operations officer always pay out 500 ore when it is a relocation of Colonists to a new planet. You will first have to possess Colonists in your inventory, so it's actually a two-part mission. The first obtains colonists for you, the second resettles them and pays out dilithium ore. You should also always be on the lookout for a "Personal" Doff mission in specific: "Confiscate Contraband From Your Crew". This mission does not directly pay out in dilithium ore, but can give you either a specific item labeled "Contraband" and/or very rare quality items that are actual contraband. If you receive these items, some of them can be extremely useful consumables for ground combat and you should consider whether or not you'd actually use them yourself. If not, they sell on the Energy Credit Exchange for a decent sum and why not take the money? "Contraband" in specific is the highly prized item though. With five of these you can initiate a special Doff mission given by a Starfleet Security Officer (there is one on Earth Spacedock near the windows across from Admiral Quinn's office). This mission takes 20 hours and pays out 2,000 dilithium ore. Passively. It's practically free money. On the flip side, if you don't care to save for this or don't need or want the dilithium but instead need a lot of Energy Credits, EACH "Contraband" item will sell on the EC Exchange for ~30,000 Energy Credits (always check prices before posting, because they fluctuate constantly).
Welcome to the closest thing to the end of Return of the Jedi this game can offer you. Your starship plays the role of Millennium Falcon and an unbelievably huge Voth (not a moon but possibly a space station) plays the role of the Death Star II.
Your goal will be to fly down a ridiculous channel filled with undefined "hard point" that you are to systematically eliminate as best you can until you've reached 100% of the objective. They don't actually give you a number, it's just "Do enough damage".
The flying is lunacy and unnecessary, they'll spew jets of plasma at you for no reason that only do nuisance damage to your ship and at the end of the day it's just Busy Work, it's not even difficult.
Once you've gained entry to this behemoth by blowing a massive hole in its side, you'll have to fight your way past a host of Voth ships and in the process attempt to rescue a number of Starfleet ships that have apparently been trapped there for some obscure purpose. The combat can be intense, but no worse than most other TFOs provide. The truly difficult (and annoying) part of this interior excursion is that you will be forced to fly through corridors not made for larger ships. If you've got a zippy little escort, you don't care. If you've got a pretty good science ship, you still don't care. If you're flying the Borg Juggernaut this is just a ridiculous obstacle that serves no purpose.
The Only Puzzle in the Whole Place
In the second to last room, after you've basically just smashed and destroyed your way through everything else, you'll encounter the one part of the mission that you kind of have to pay attention to. There will be three large sets of "Generators" that serve some unknown power-related purpose and by triggering them with a sensor scan, you can cause them to open vertically.
Some kind of crystalline "Power Core" flits back and forth between all three of these sets (for no obvious reason).
If a player scans one set of generators and then a second later a different player scans a different generator, it will close the first set that was opened immediately. Lesson: if someone already scanned something, just let them do it. If it turns out that the generators in question did not have the core inside, THEN scan something. The object is to destroy this thing. There's no time limit, but if you find it and then someone shuts the generator early on you, it just wastes time.
There is such a thing as "The Wrong Core"
During the part of the interaction where the set of generators are physically opening, a "phantom" of the true power core may appear and it will have a label above it "Voth Power Sub-core?"
That question mark is vital to watch for. It means that this is not the correct one. A question mark is a wrong mark. If you fire on this core it will give out a damaging shockwave. It's not terribly powerful - but why get hit for no reason? The DoT from this fake core will waste your time as well by inflicting a debuff that actually slows your flight speed and can hit other allies within range of it simply by you attacking it. So watch out and don't waste your teammates' time unnecessarily.
Tight Spaces
These sets of generators will not remain open forever. In fact their timing is very limited and it's extremely rare to be able to actually eliminate the sub-core within a single effort. When time ends, the generators will automatically begin to close and the sub-core will fade and disappear.
Know when to pull back. If your ship is at all within the space that these generators take up when they are in their closed state, your ship will be destroyed - period. I have never seen anyone survive being crushed by these things. If it starts going up, make sure you're out of the way. You can always find it again and finish it off.
Your final task after eliminating the Power Sub-core is to travel to a chamber immediately adjacent in which resides.... this monstrous crystal that's nearly identical but WAY bigger. Additionally, this crystal has defenses and extremely powerful offensive capabilities.
You'll note that there are effectively two very large "shield"-like panels to its sides. These are 100% impervious to all types of damage. You cannot and never will be able to destroy them or cause damage through them. You will only be able to cause damage to the primary crystal by accessing a direct line of sight with it. In this case, you can also clearly see particle stream emissions projecting from its central region. These beams are devastatingly powerful. Surviving one or two hits isn't such a big deal but getting hammered is a pretty good death sentence. Occasionally the power core will focus a set of red tractor beam-like beams upon you which can teleport you right into the middle of the particle beams, skills like Polarize Hull (Science Bridge Officer - available at any trainer) can prevent this.
Since the damaging beams only emanate from the central portion of the crystal, the safest flying route is either far above or below its central axis and at as great a range as you're willing to entertain while still being able to fire weapons. Anywhere in the central region, you stand the greatest probability of being assaulted by multiple beams simultaneously and dying very very quickly. Attempting to fly directly to the top or bottom inside the rotating shields is an instant death sentence.
Finally, your last task is to escape the exploding monstrosity before it takes you up in the fireball. You're only required to barely exit the hull itself - which scientifically would actually be a WORSE location because of all the Shrapnelllllll....... but sure, why not. Once all players have exited the fake Death Star II, You Win!
Another mission that rarely comes up, but will very occasionally pop out of the randoms. This ground TFO has no specific use for anything other than marks and Borg Neuroprocessors, it is very - very - long no matter what you do, and slightly complicated until you're familiar with it. There are a number of secondary objectives that may be misinterpreted as "optional". They are Not. You will not fail if you do not accomplish them, but the mission will stall completely and not make progress until you do them, so if you don't want to waste anybody's time, try to pay attention to these. The only optional objective is to make a certain amount of progress within an allotted time, however, unlike many TFOs, failure to accomplish this objective will NOT lead to a mission failure on Normal OR Advanced difficulty.
So here's the nuts and bolts of it: you and your team have beamed onto this semi-tropical planet (Vorn) that is basically overrun by the Borg. You would think they'd be absolutely everywhere and so would their technology, but it's not quite like that. They're huddled in decently large groups spread out across the terrain with plenty of gap-space between them, so you're not very likely to get majorly overwhelmed in numbers. The developers addressed this by including some very heavy hitters to their ranks, however, so you should prepare to have to bring down some very tough customers surrounded by a good number of typical drones. As with all Borg Ground missions, the Thompson Submachine Gun Replica or the TR-116B Sniper Rifle are fantastic weapons to use here. All Science kit modules are potent and should be used often. Clearing enemies quickly and moving ahead is very important here. The map is particularly large and all of you have a great distance to travel.
Your primary task is to advance through the terrain by overloading a series of shield walls that completely prevent your progress. You'll have to corrupt the Borg's own technology to accomplish this, beginning at the first shield's right side with a console that you need to scan (basically the initial investigation for your character to learn what they need to do).
Spaced out between each shield wall area are a series of these Borg towers. You'll have to begin with the one closest to you and scan it to "corrupt" its programming and cause it to release an energy stream directed at its nearby counterpart in the chain. All of them must be active at the same time and in order; you'll see a "progress" bar over the top of it when the pulse is activating. There is a terrible amount of waiting in this part of the mission and the team will be forced to spread out to expedite your advancement.
As each tower is corrupted, a handful of Borg will occasionally beam in nearby and head towards the towers. They will attempt to undo what you have just done to it and if they succeed you will be forced to restart this process from the beginning again. The number that beam in can be easily handled by a single teammate, so it is prudent for one person to remain at each tower to guard it until this portion of the mission is complete. The only exception is explained in the next subheading.
At certain points along your path (and in between some of the towers you must reprogram) there will be Borg turrets that you must destroy. You cannot simply bypass them, they must be eliminated (and this is related to your only Optional Objective - to clear all of these turrets within 15 minutes).
Defeating these turrets is a two-stage process. You first will need to assault them directly to reduce their HP. It takes a pretty good amount of a beating to do this, so it's very handy to have the full team join the assault and get it done quickly. They will place a dome shield around themselves during this phase and it will not prevent incoming weapons damage, but it does prevent all players from moving to within melee range.
When the turret's HP has fallen enough, they will next create a group of the green defensive shields shown above. Their exact placement is random, but there will be gaps between them. They are target-able and can be destroyed (for a GREAT waste of time). One character should attempt to dash between the shields at this point(or if you are a Caitian you can jump over the shields) and place a bomb at the base of the turret to finish it off. Throughout this time, the turret will also be spawning miniature turrets to attack you and your team, you can either ignore or destroy them, it doesn't really matter. As long as the charge is planted at the base of the turret, it will be destroyed and your mission can continue.
Interspersed in the landscape as you make your run through the Vornian jungle, you will find Klingon Test Subjects standing on Borg structures with a glowing console to their side. Very simply, you just need to activate the console and the Klingon will be beamed away. That's the entire interaction you need to have here.
But it is a "Secondary Objective" NOT an "Optional Objective"
If you Do Not Do This, the mission will stall at the final Shield Wall and you cannot complete it. Nothing in the mission will tell you that you still have work to do except for a non-highlighted objective in your mission journal. You must find all of these Klingons and free them or it will look like the mission has glitched and uneducated team members may bail under that assumption. Both this objective and the next described can be found on the path you will take, you do not need to go hunting in odd places. Just keep your eyes open as you advance.
In the very near vicinity of the Klingons you will free will be these pads with a corpse on them. You need to collect a biological sample from Each before the mission can progress beyond the final Shield Wall.
This is also a "Secondary Objective" it is NOT "Optional"
You will notice at the end of your relatively linear advance that you will come to a T-intersection of the landscape. If you travel to the right you will find a Final Shield Wall that has no towers leading up to it. There is no way to immediately drop this shield, it does not function like the rest. Instead, you should turn to your left and head down the path. At its end, you will find a large group of Borg drones in an area with pillars of Borg technology. Your first goal will be to eliminate the drones as quickly as you can or they will certainly kill you.
Afterwards the pillars must also be destroyed, they are shield generators for the final wall, and when they have been destroyed, that shield wall will come down. You should all complete this objective as a team, firstly because the Borg in this area are numerous and dangerous, and secondly because NO ONE should advance to the final stage alone unless their ground DPS is very good and they can survive a good amount of punishment.
After you've taken down the final shield, your team should pass through together and ahead you will find this over-sized monstrosity of Borg "Intimidation". The reality is, he doesn't do a huge amount of damage and he really only has a "decent" amount of HP. Taking this guy apart just isn't that hard and you can actually line yourself up directly behind him before even initiating combat to take great advantage of immediate flanking bonuses.
The one tricky catch is, if your entire team does not move into this area together to begin the fight, some of you may become trapped behind an invisible wall and are unable to join the fight. You can't even target this guy, you can't shoot him from a distance even though he's in range, your kit modules will not go off. If you want to be sure of good firepower, move in together at the same time.
Special Tip: Christie has tanked this fellow and killed him with 3 Haymaker combinations from the Vulcan Mind Meld Device. It was absolutely essential that the rest of the team was firing on him with everything they had, as Christie nearly died in the process and would have had she been without their valuable effort. It should be noted that Christie has been reliably recorded to land 17,000 damage critical hits from this weapon in melee combat, but an average is 6,000.
This mission is a staple that is played hundreds and thousands of times per week by players across the game. You would think that because of its frequency, people would know or quickly learn how to play it, but alas this is not the case.
HIGHLIGHT: The reason this mission is played constantly and will repeatedly come up in "randoms" is that endgame players use this mission as the standard for measuring their DPS (damage per second) with parsing programs like Combat Log Reader (the standard, used by the DPS League - they have their own website, well worth a visit).
Additionally, this mission is a necessary part of episode progress early in the game for all players of all allegiances. Naturally, such players will only have the "Normal" difficulty option, which should spare them the horrors of flying with whales, who only use Advanced difficulty when Parsing.
The initial charge in this TFO alters slightly between the Normal and Advanced difficulty modes, but only in the composition of the enemies you will face. Their number and position remain the same. Pictured to the left is the initial setup for the Advanced difficulty option so you'll know what you're getting into when you raise the bar for challenge. A fleet of three (3) typical cubes and a wealth of spheres waits to attack you and your teammates directly in front of a transwarp conduit that is protected by an impenetrable shield (the shield is a new addition that was not there for many years. Originally the Gateway was attackable but invincible for most of the TFO and this caused many problems with accurate DPS parsing. The developers modified this mission in 2019 to simplify these problems for players. They actually DO pay attention!)
The mission cannot progress until each and every one of these ships in this fleet is destroyed, so you must charge ahead with your teammates on a mission of annihilation. Like all Borg encounters, their first assault on you will be to obliterate your own shields and use tractor beams to hold you while they pummel your hull to nothing. Admiral Christie's advice to protect yourself is to watch the countdown timer before combat begins. At approximately five (5) seconds before combat, initiate Reverse Shield Polarity (Engineering Bridge Officer Skill) to protect against lost shields as well as either Attack Pattern Omega (Tactical Bridge Officer Skill) or Polarize Hull (Science Officer Skill). Using this combination of abilities will protect you from lost shields AND Tractor beams for the duration of this very brief but furious battle. Any rank of each skill will do the job, it does not matter which version you use as they all provide exactly the same degree of the protections we're trying to gain.
I have seen, countless times, people that did not want to move with the pack, either because they had some incredible sense of their own power or just didn't know what to do, possibly they didn't realize that it's usually a TEAM effort to knock down the transformers. Whatever the case, the universal strategy for eliminating the structures in this TFO is to first assault the Transformer to the LEFT of the Gateway based on the orientation of your starting point, then to cross around the Gateway to its opposite side to handle that Transformer, then finally to eliminate the Gateway itself in the center. When teams split up and try to eliminate both transformers at the same time, it takes forever and Nanite Probes ruin your optional objectives. MOVE AS A GROUP.
After the initial fleet is destroyed, force fields that were protecting these eight cubes will drop and they will become your next most important target. They do no damage, have no shields, and do not move. Their hull total is pitifully low, but they MUST be destroyed before other targets can be attacked efficiently. These cubes give constant regeneration to the transformer that is directly in the center of them and it will be pointless to attack until its healers lie in space-rubble.
Truthfully, these targets are so close together and so weak that you can generally charge directly toward them with Fire at Will or Torpedo Spread at the ready and basically destroy them by accident.
Upon destroying 2 of these generators additional borg spheres will warp in to defend them and the transformer they are annoying at best but not of main concern slam the generators and get the transformer down before the nanite probes have a chance to heal anything.
There are two of these large donut-shaped devices, one to either side of the Gateway and feeding it with an energy stream (do not worry, it cannot damage you). The transformers have no shields, no weapons, and do not move, HOWEVER, they are being constantly regenerated by the four Nanite Generators placed around them equidistantly. After those generators have been destroyed, the transformer can be taken down by concentrating as much firepower on it as you can - this typically requires the entire team's focus and can be a nightmare to accomplish alone if others are not lending their help simply because it has a vast amount of hull and you will be continuously assaulted by spheres.
IMPORTANT: The Nanite Generators are the primary and most effective means of the transformer's repair, but not the only means. Nanite Probes will additionally be sent out of the gateway in increasingly large groups and accompanied by spheres. It used to be that if a single probe got into range of the transformer and used its repair abilities (which rapidly return the transformer to FULL HULL) you would lose the optional objective to prevent this. In 2019 along with the changes to the Gateway itself, a progress meter was added, giving extra time for players to handle this problem.
If you are actively focusing on the transformer and notice that a probe is getting too close, do not wait for your teammates to handle it. If it's in weapons range it is way too close. Destroy it immediately.
As described in the previous two sections, Nanite Probes will begin emerging from the Gateway and head directly towards whichever transformer is under attack. They will ONLY head towards the transformer being assaulted, which is another reason to focus your energies on one target at a time - it forces the enemy to only move in one direction.
You also know exactly where the enemy will emerge from, so it's very simple to spawn-camp them and get the greatest amount of time to eliminate the threat. If you're especially good with Gravity Well or use the Priors World Defense Satellite, these are excellent ways to buy yourself some time while killing them. Additionally, Fire at Will and Torpedo Spread can't go wrong here. Probes do not have a great amount of hull but they aren't weak either, and they will be protected by Spheres.
It is completely reasonable and broadly appreciated, if you have great Control abilities or AoE damage, to camp in front of the Gateway and spend this time just murdering the probes for the rest of the team. Typically only one person needs to do this, but you won't be able to if you're still building yourself up in strength. Your Parse DPS score may suffer, because the damage you can deal to the Transformers is actually higher, but if you aren't specifically trying to get a high parse, eliminating probes is an Enormous benefit to the team.
After eliminating the second Transformer, the shield protecting the Gateway will drop. Great! Now you can attack it!
Now it can also attack YOU
The Gateway does a pretty furious amount of damage, so it's not recommended to try to pull the aggro from this beast if you can't absorb a lot. Its Hull is really very impressive and it does take the full team a pretty serious amount of work to destroy it. Meanwhile, a new Borg Tactical Cube (Considered a Dreadnought -!!!-) will have appeared within weapons range and is trying to kill you.
If you can't handle getting beat on pretty intensely, you can fly to the far side of the Gateway and allow others to tank its damage. This is actually considered its "Fore" so you won't be able to take Flanking bonuses to your damage, but you also won't get blown up either.
The final objective in this mission is the elimination of this Borg Tactical Cube that for some reason has shown up after you've obliterated a huge amount of Borg Resources Already and the Gateway is already destroyed (You'd think the Queen would be a hair more logical - total waste of resources to keep fighting at this point).
The Tactical Cube is considered a Dreadnought (for anyone working on Endeavors) and it does hit pretty hard, but really, the most annoying thing about it is that you have to poke it a few times to figure out exactly where its flank is and it takes an obnoxious amount of shooting to reduce its Hull to zero. Apart from that, this is basically just drilling holes in a concrete wall until it's done, afterwards... You Win!!!
Another challenging Borg Ground mission that the majority of players absolutely hate. Here's why:
For most situations, this TFO cannot be successfully completed unless a minimum of two people know exactly what they're doing and can work together effectively. (although it has been said to be possible for a single engineer to complete solo)
The mission has practically no decent in-game descriptions of anything. At all.
This mission does not end on a timer or have a "failure" clause. If you don't finish it successfully, it will go on literally forever.
As the mission begins, you and your team beam into an underground Borg-converted facility and there is no delay timer for a briefing, you can begin moving immediately. If you went into this randomly, use this opportunity to switch your weapons or kit module loadout for very heavy Borg combat as quickly as you can. The Thompson Submachine Gun Replica or TR-116B Sniper Rifle are fantastic weapons for this mission. Admiral Christie also recommends keeping the Vulcan Mind Meld Device from the Discovery Legends reputation in the offhand. While ranged weapons are obviously superior for the Borg, this mission contains Heavy Elite Tactical Drones that are difficult to eliminate quickly without using powerful modules or captain abilities. By experience, a good Haymaker combination attack with a strong critical ending can tear these toughies apart with only one or two combinations, significantly reducing the overall threat to your team.
Your first task is to fight your way to the deeper sub-levels. The map will repeatedly split in two directions at the bottom of several ramps and it does not matter in the slightest which direction you choose to take. You will meet the same resistance in either direction. You do NOT need to clear this area of all enemies so there is no point in trying to assault everything. Follow whomever is running ahead and move as a group for everyone's protection and quicker progress. If you happen to die and need to respawn, you will return all the way to the top of this ramp, so try to remember which path you took to get back quickly and safely.
At the base of all this downward progress, you will come to an open area with multiple tiers of platform where the first thing you will see dead ahead is this glowing console.
Only One Person needs to use this console!
A single volunteer can access this console to transport them to a separate room that is not in any way connected to the rest of the map. This volunteer should be a player that has their sound turned on, is capable of eliminating up to 10 Borg drones (of normal strength) fully independently, and has very good patience.
Throughout this portion of the mission, the audio computer in the facility is going to give reports of where it is detecting your teammates as they move around this multi-tiered area. It is the responsibility of the person operating this console to listen to these audio reports and be prepared to divert power from shielding in the regions the computer is reporting. Additionally if you are running this with fellow fleet mates and friends the group can designate a heavy hitter in the group to give out a number of 1, 2, or 3 then A or B to help you out with the console in the control room.
Every time you divert power, a squad of Borg drones will beam into this room with you and attack. You need to eliminate them quickly so that you can return to your primary task.
Your job in the multi-tiered area is to move together as one solid unit. If your team is running all over the place, the computer is going to give conflicting reports for the person operating the console and they won't know how to help you. Borg drones will be repeatedly beaming in as a response to your movements, so if your team is divided, you're all getting shot at constantly and not making any progress at all.
When your team has assembled at any of the Power Nodes (pictured), the computer will give an audio report that the console operator will take as a cue to divert shield power so that you can destroy it. Many Borg drones will immediately beam to your location and attack.
IGNORE THEM
You have a limited time period to destroy the node and its health will fully regenerate if the shield goes back up. The Engineering Kit Module "Sabotage" will destroy this thing immediately. Otherwise, a few Haymakers from the Mind Meld Device works beautifully. If you don't have these or some other very heavy hitter, the team needs to attack together.
THEN clear the Borg.
If you are not successful in an attempt, you need to clear the Borg attacking you quickly and alert your console operator that they need to lower the shields again. They will be ready before you are, so Don't Delay.
When you have managed to destroy all of the Power Nodes (6), your next task is to start an overload in two devices called IMRs. Do not enter them (unless you want an accolade) because you will die. Immediately next to each is a diamond-shaped Borg console that you can access to start the overload. There is no obvious timer or progress bar, once you've initiated it, the overload simply happens a few seconds later and the device explodes. You do not need to stand there for it, it will go off no matter what.
The first device is located at the top tier of the room containing the Power Nodes you just destroyed. The second is back up the ramp you initially took to enter this room. The fastest and easiest way to make progress here is for one teammate to run to the top tier for the IMR in the Node room and the person that was operating the Shield Power Console to initiate the overload in the second IMR on their way out.
The entire team must now exit this area back the way you came. If you are standing facing the wreckage of IMR number two that your console operator has just destroyed, you should turn 90 degrees to the right and see a corridor that was previously blocked by a force field. Beyond this point is a final Boss fight including a small legion of lesser drones. Unless you're extremely powerful, do not engage without the rest of the team or at least two others that are capable.
Charge in and murder Tosk and all of his guards - Mission complete!
This particular mission is rarely ever done unless a Universal Endeavor somehow requires it or people are specifically looking to find out what their ground DPS is. Bear in mind, in space your ship is dealing literal thousands of damage per shot and obviously your hand phaser is NOT GOING TO DO THIS EVER, so your ground DPS is very clearly going to be a completely different animal of a number.
Immediate tips you Must Know for this mission:
You MUST have an environmental suit just like visiting Nukara Prime. It is exactly the same environment and you will die immediately if exposed to the atmosphere. Admiral Christie strongly recommends that you obtain one of the three kinds of Solanae Environment suits from the episode "A step between stars" located in the dyson sphere story arc, if you're unable to spend cash to get one of the really awesome ones elsewhere. Although the Burnham Environment suit from Discovery Legends Reputation is really hot looking and has great statistics - they aren't great HERE. The Solanae suits give bonuses to weapons damage whereas the Burnham Suit is particularly useful for melee. You're not going to be punching the space-spiders if you're trying to get good DPS.... I mean.... maybe someday.... but you'd really have to work to make that a good plan.
Do NOT use ANYTHING Fire or Radiation Based: This is especially directed at Science captains. Hyperonic Radiation HEALS Tholians and Fire does basically the same thing (Fire = Radiation). Instead, Science kit modules like Cold Fusion Flash and EXOthermic Induction Field are extremely effective and will shatter these freaks quickly.
This mission is typically only played on the Elite difficulty for DPS ground parsing. "Elite" sounds terrifying, it's really not. In terms of the difficulty, any character capable of dishing out ~400 DPS should be able to be helpful and you shouldn't be terrified of taking damages to your character - you can get them healed instantly and for free at Earth Spacedock. During the mission you can always use regenerators on the fly.
Since this mission takes place on Nukara, the terrain is exactly like Nukara except in one small detail: the acid pools are All Over The Place. In the typical battlezone they exist but are easy to avoid, here it's a completely different story. In addition, there is an optional objective to avoid falling into any acid pool throughout the entire TFO.
This basically gets failed every single time. SOMEONE falls in.
Fortunately the damage is laughable and no one seriously cares about getting this optional objective because it's Nukara Marks - and people are likely here for their DPS anyway.
Your first objective will be to cross this terrain to the top of the plateaus and assemble at a raised platform with a Tholian console. As soon as everyone in the team is ready, someone should activate this console to spawn the Tholian Captain that is the ultimate objective of the TFO. DO NOT DO THIS until EVERYONE has exited the mission starting point. The instant the TFO actually begins, the force-field that was originally just a protective barrier becomes an impenetrable Shield and any of your team still on the other side of it will be stuck there PERMANENTLY.
This is also exactly what will happen if you die and respawn. You will reappear on the opposite side of this shield and be separated for the remainder of this mission. If you have done insufficient damage and are locked behind this shield, you WILL receive an "AFK Penalty" for the TFO and be unable to join any other operations with that character for half an hour.
If you die: DO NOT RESPAWN. Hope one of your teammates can revive you.
Your first goal is to assault the Captain as soon as he appears. Truthfully, he's not a terribly bad target. He'll throw you around a bit (likely into an acid pool....) but the actual damage he is capable of isn't that bad, he's just annoying. You will not actually be defeating him completely at this stage of the mission. Once he has taken a certain degree of damage, he will retreat to allow the second stage of the mission to begin.
After the captain disappears, a number of portals will materialize throughout the map and they must be closed before you can continue. How do you close them? Shoot em. Pretty straightforward. They don't take a huge amount of damage to close and they don't actually do damage to you either, but they must be dealt with to make progress.
At the same time as the portals, a large number of typical Tholians of varying types will appear in the battle area. You'll see Lieutenants and Ensigns, but among them another type of Tholian not really seen anywhere else in the game: Trappers. These jerks like to hang out directly in acid pools and hit you with a Tholian Web that's a lot like Spiderman's webs, and at least as annoying.
They will grab you randomly from a pretty good distance and begin to slowly HAUL YOU towards them in lurches. Throughout this process you can't do anything. You'll see your character comically trying to untangle themselves and failing. Naturally, they're specifically going to yank you directly into an acid pool with them (yet another of the many reasons that optional objective is just ridiculous to worry about).
The web doesn't really damage you and the slingers themselves aren't really very good combatants, but they're seriously annoying. Try to eliminate them quickly if you can.
After you've cleared the area of portals, this pattern effectively repeats until the end of the mission: the captain reappears, you beat him up, he disappears, portals and minor Tholians appear that you shoot until dead, the captain reappears and you finish him off. Mission Complete!
Stuff you need to know immediately:
Almost everyone hates this TFO, but some crazy loons like Admiral Christie actually like it
Even on Normal difficulty most random teams don't manage to obtain Optional Objectives for a number of reasons that will be explained.
If you haven't encountered the Tzenkethi yet in the episodes, you're in for a world of hurt. They're a naturally difficult enemy and in TFOs they're even tougher
Stage 1 Primary objectives and Parameters:
Your team begins closely hugging your side's only starbase on the map. Cast outward from you in a cone shape are numerous Tzenkethi starbases that are actively launching Raz'bej Battleships and various smaller ships in waves. The Battleships are carrying protomatter bombs that they will fly at a snail's pace towards your starbase in an effort to destroy it. Naturally, you want to stop them. One of your optional objectives in this mission is to prevent the starbase from being hit by any bombs at all. Another is to prevent it from being fully disabled by enemy attack. These are typically the two optional objectives that randomized teams will completely fail if the fight drags on too long.
In order to prevent Tzenkethi attack, you can obviously destroy the enemy ships. The nice thing is that when they go Boom! their bomb does not and you can steal it to use against them. Delivering one Tzenkethi protomatter bomb to one of their facilities will destroy it and in turn, no more Battleships carrying bombs will come from that direction.
Stage 1 of this battle will continue near-endlessly until your team has destroyed all but One (1) of the enemy bases. Even if your starbase is completely reduced in hull, the battle will drag on and if left alone for any period of time your base will repair itself. Even if the base repairs itself completely, the optional objectives will not become possible. If you lose it, they're gone and there's no further point defending the base at all anymore.
Just barely visible in the lower Left corner is the symbol that will appear to show you where Protomatter Bombs are. In this specific instance, Admiral Celes was carrying the bomb while Admiral Odette flew overhead to avoid enemy assault and gain speed heading towards the Tzenkethi base shown in the upper Right corner.
When an ally is in possession of the weapon, they will often require a teammate to race ahead and draw the attention of enemies guarding the base. If your bomb deliverer is in any way damaged, the process of launching the bomb will be interrupted and they'll have to restart.
Crafty players may have a number of tricks available to avoid enemy fire long enough to deliver the bomb, thus making an escorting teammate unnecessary. An example could be a Placate effect that prevents enemies from attacking you, or using the Beacon of Kahless that confuses enemy sensors for several seconds and calls in NPC ships to fight for you. Many options are possible for the creative.
Things you canNOT do:
Warp Capacitor Console (the Picard Maneuver). For whatever reason, this causes you to lose the bomb.
Delta Reputation Warp Core Trajector Jump. Following the same logic, you cannot disappear and reappear while something is in your cargo bay - apparently.
Cloaking/Reputation Cloaking Skill. You cannot become invisible with something in your cargo bay.
Doing any of these things will cause you to LOSE THE BOMB and have to find a new one.
GOOOOOOAL!!!!
When you have successfully delivered a bomb, the starbase will immediately detonate in an enormous flash of light directly adjacent to your starship (DON'T WORRY!!! There's NO DAMAGE effect like any warp core breach). The developers were apparently aware that you have to literally sit on the station's hull to drop the bomb and that no ship should have to willingly take the kind of abuse such an explosion would dish out. Pictured above, Admiral Odette successfully delivers a bomb and the base flashes out of existence, revealing the enemies (lower Right) that were on the opposite side of it, unable to shoot her.
After the base is destroyed, FLY AWAY!
You do not have time to fight the enemies that will still be there. They will not chase fast enough to catch or kill you quickly. The single challenge of not finishing off the enemy is that if you do this enough times but do not manage to get the final bombs delivered quickly, the accumulated survivor enemies will meet you all together at YOUR starbase and you're going to have a bad day. Bottom line: Keep moving keep moving keep moving.
If you haven't yet played the Tzenkethi related episodes of the game or didn't catch it from playing through, the Tzenkethi ships were designed much more intricately than most foes you will encounter. You'll notice that the general shape of a Tzenkethi ship is approximately a cone with its broader side oriented as the Bow and its narrower tip as the stern. In designing Tzenkethi starship mechanics, the developers decided that all of this additional forward facing meant "More Space for Guns!"
Yep, the majority of Tzenkethi weapons are on their bow so they can shoot whatever they're coming at as hard as they can, Here's the down-side, more guns means less shield generators: so their shields are also weakest in the front. You're thinking, "Well screw it, I'll just hit em from the side and do it the hard way, my DPS is awesome!"
It's not that awesome.
Tzenkethi shields also have incredibly strong resists to the effect that a starship that can typically put out 9k damage Per Phaser Blast may only deal 1k damage to the side or aft of a Tzenkethi ship (and that's a "good" hit).
(Additionally you may notice some hits display as the target being immune to your damage be on the lookout for Broln'ta cruisers as they grant temporary damage immunities to their allies.)
You may eventually wear them down, but in the meantime your base is dead and your team hates you. You've got no choice really: You've gotta take the bull by the horns. Stare em in the face and play Chicken.
When you've reduced the enemy starbases down to only one, Kurn will announce it and also inform you that the enemy has sent a "Dreadnought to stop us!"
What he means is this ugly hammerhead looking thing. It will show up at the relative location of the final enemy base and begin a slow crawl towards the nearest enemy. The best strategy is typically for the majority of the team to immediately assault this bad boy and hold its attention AWAY from the base so that your final bomber can deliver their payload. Once that is accomplished, all that remains in this mission is to eliminate this monstrosity.
Its great weaknesses are that it's terribly slow and can't turn to save its life. That only matters so much, however, since like all Tzenkethi ships, you'll be trying to shoot it directly in the face.
Very likely the most helpful thing you can do is NOT MOVE THIS SHIP AROUND. Whichever of your best damage dealers and tankers are most likely trying to line themselves up in front to take the best advantage they can of its natural shield weakness. If you're dragging this thing all over the place with things like the Priors World Satellite, Gravity Wells, etc, you're probably just ruining their shots. If you want to try to anchor the Dreadnought to one location, do your best to line yourself up directly BEHIND it so that whatever you do does not change its orientation so much. If it creeps backwards 1km, it's no big deal. If this ship gets tossed 5km diagonally and Behind Your Best Gunner, you have wasted their shots and everyone's time.