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Posted Thu 31 May, 2012 11:20 PM
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Last edited by Farron; Sat 21 Jul, 2012 4:52 PM.
Original Report: {UFP}Collier
Contributors:
Assistance: {UFP}Dodgers, {UFP}MerTYol, {UFP}Cehus, {UFP}ForTheGamer
Contents
1. Introduction
2. Walkthrough
3. New Enemies
4. Rewards
5. Q&A - Miscellaneous - Known Issues
Introduction
"How we face death is at least as important as how we face life". - James T. Kirk
No Win Scenario is a 5 man event mission taking place in a Holodeck training simulation. Inspired by Star Trek's legendary "Kobayashi Maru" Academy program, players will pit themselves against increasing odds the further they progress. While many aren't expected to finish the simulation, it isn't artificially gated and you can, in fact, Win the No Win Scenario. It is available to Starfleet and Klingon players however each faction cannot team up with each other.
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Posted Thu 31 May, 2012 11:20 PM
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Last edited by Farron; Fri 15 Jun, 2012 12:23 PM.
Walkthrough
To access the mission, simply join via the PvE qeue or create a private qeue in the same fashion as STF's and Fleet actions.
Leaving the simulation prematurely will incur a 30 minute leaver penalty. This does not apply when the simulation ends after the freighter is destroyed.
You will face 10 waves of ships from any faction in the game (though factions will not be mixed in each instance) while protecting a civilian frieghter. The simulation ends when the freighter is destroyed so its survival is paramount. Each wave increases the number of enemies you face and thus the difficulty of protecting the freighter. For waves 1 to 5 you will have 30 seconds to heal the freighter and regain your composure but for waves 6 to 10 this is reduced to 15 seconds.
While it is possible for a well specced tank to hold some aggro if they engage the enemy early and sustain their attack it is still quite hard to take the attention away from the freighter. Also, enemies will attack from multiple sides and after the first few waves, this tactic quickly becomes untenable. It is better to stack resistances on the freighter, heal it regularly and, as individual enemies do not have great DPS, quickly thin the numbers you are up against. Don't wait for the damage to build up on the freighter before healing it either, healing the damage as it hits the freighter is a far more succesful approach than hoping it survives while you attack the enemies. It is also prudent, especially in later waves, to leave one enemy on the map and destroying it after the freighter is back to 100%. Naturally, this means teamwork is paramount. Seeing to your own survival before your team mates or the freighter often ends badly. The mission fails when the freighter is detroyed, not when you are so it is important to recognise when you need to sacrifice yourself and sit through the respawn timer to ensure the freighter survives.
Reccomended Ablities
Some abilities combine more of the factors needed to keep the freighter in one peice than others and the right setup makes a huge difference. Colour coded Tactical, Engineering and Science based on the station they are assigned to.
Attack Pattern Delta: Adds a damage resistance buff to the target and debuff to attackers, which will be pretty much all of the enemies.
Tactical Team: As the number of directions the freighter is attacked from decreases as you defeat enemies, this skill becomes increasingly useful.
Beam: Fire at Will, Cannon: Scatter Volley, Torpedo Spread: AOE's are incredibly useful because of the sheer numbers you are up against,thinning those out quickly really makes things a lot easier and more manageable. Also an Escort with C: SV and TS can quickly take out the deadly Bio Neural Warhead Platform and Warheads, removing a very dangerous part of the simulation before it can do damage.
Auxilliary to Structural Integrity Field: Fair hull heal, decent damage resistance buff and extremely short 15 second cooldown. 'Nuff said.
Extend Shields: Shield resistance buff and heal over time. This skill leans more to the resistance buff than the HoT so much more of a prevention than cure approach here.
Transfer Shield Strength: Shield resistance buff and HoT, this time leaning more towards the HoT. That said, dont wait for the shields to fall too far, as it's a HoT it can also be used to negate or mitigate incoming damage on the frieghter.
Hazard Emitters: Pretty much the same as Transfer Shield Strength only for hull instead of shields and usage remains the same.
Accolades
Each wave from 6 and up you complete awards an accolade, with each from 7 and up awarding a title as well.
Wave 6: Exceeding Expectations
Wave 7: Exceptional Effort - Awards "Team Player" title
Wave 8: Outstanding Performance - Awards "Outstanding Team Mate" title
Wave 9: Commendation for Original Thinking - Awards "Original Thinker" title
Wave 10: Soon my pretties...
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Posted Thu 31 May, 2012 11:20 PM
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Last edited by Farron; Thu 14 Jun, 2012 8:36 PM.
New Enemies
New enemies havebeen added for this event, both to fill in missing ships for certain factions and to increase the challenge of the simulation.
Warbarge Dreadnaught - Orion
This ship fills in a missing space for the Orion faction. While on par with other Dreadnaught type ships in terms of firepower and and hull strength, it is relatively unremarkeable.
Bio Neural Warhead Platform
This will appear from Wave 4 and then every other even numbered wave thereafter. It has a powerful Anti-proton cannon and launches Bio Neural Warheads. The Warheads are shielded, also have this AP cannon and travel directly to the Freighter. Both the Platform andthe warheads can be destroyed and as it only takes 2-3 of these to completely destroy the Freighter, they must be taken out quickly. They also do not count as part of the normal Wave and it is possible to complete a wave without destroying the Platform, this is not reccomended though as it means the Freighter remains under attack during the recovery period between waves.
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Posted Thu 31 May, 2012 11:21 PM
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Last edited by Farron; Thu 14 Jun, 2012 8:39 PM.
Rewards
This simulation rewards the team with Fleet Marks, a new currency linked to Starbases coming with Season 6.The reward is granted for each wave as you complete them so the amount will reflect the teams performance to a maximum of 55 Fleet Marks. They are as follows:-
Wave 1 - 1 Fleet Mark
Wave 2 - 2 Fleet Marks
Wave 3 - 3 Fleet Marks
Wave 4 - 4 Fleet Marks
Wave 5 - 5 Fleet Marks
Wave 6 - 6 Fleet Marks
Wave 7 - 7 Fleet Marks
Wave 8 - 8 Fleet Marks
Wave 9 - 9 Fleet Marks
Wave 10 - 10 Fleet Marks
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Posted Thu 31 May, 2012 11:21 PM
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Last edited by Farron; Thu 07 Jun, 2012 10:07 PM.
Q&A
Nothing yet, ask away!
Miscellaneous
Fear the Reaper: "No Win Scenario" now has it's own version of the cumulative death penalty timer present in STF's. Each time you are defeated, your respawn timer increases by 15 seconds up to a maximum of 3 minutes. However, unlike the timer in STF's, playing without being defeated will not reset or reduce this timer until the simulation is over.
Known Issues
Sometimes you will be unable to signal the freighter to begin the simulation. There is currently no workaround and you have no recourse but to leave the map and incur the penalty.
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Posted Mon 04 Jun, 2012 11:37 PM
This sounds like it is going to be a fabulous game mode, thank you for this valuable information - bring on the horde mode! (STO Version )
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Posted Fri 15 Jun, 2012 8:08 AM
Tried this on Tribble. We didn't do too bad. Got I think to the 5th Wave before getting done in.
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Posted Fri 15 Jun, 2012 1:20 PM
I'm pretty excited to see this! Thanks for the additional information!
It will be interesting to see how FSOG will fare against the No Win Scenario...
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Posted Fri 15 Jun, 2012 4:11 PM
Thanks for the write-up Collier! Great stuff!
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Posted Tue 19 Jun, 2012 7:10 PM
This sounds great. Based on the reward tree, I assume there is only one mode of play i.e. no normal or elite.
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Posted Tue 19 Jun, 2012 8:04 PM
This sounds great. Based on the reward tree, I assume there is only one mode of play i.e. no normal or elite.
Correct. Don't get complacent by thinking there's no "Elite" mode, the difficulty rises sharply from wave 4.