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The Mission Map:[ | ]

The Civilian Transport is at the centre of the combat zone 20km in radius. Ships spawn approximately 10-13km away from the transport from different directions and immediately begin to attack the transport. While the transport draws much of the aggro it is possible to draw attention away from it.

From level 5 onwards Bio-Neural torpedo platforms spawn 20km away from the transport. These shielded platforms are equipped with an antiproton turret and fire a series of Bio-neural warheads at the transport (each equipped with an antiproton turret). As the difficulty level increases, the platforms become tougher, deal more damage and fire more warheads which themselves become tougher and deal more damage. Platforms can only be disabled temporarily and will eventually repair themselves, however, both the platforms and warheads are not prerequisites for completing a level. When a level is completed, the platforms for that level will disappear but any active warheads will continue to attack and target the transport.

Wave Breakdown:[ | ]

Googledoc version

>>> Denotes a delayed spawning but should be considered part of that wave.

Difficulty Level First Wave Second Wave
One
North
North
Two
East
West
East
West
Three
North
South
East (Dreadnaught)
Four
North
East
Five
East
South-East
South
South-West
West
 >>> North Light Platform (2 Warheads)
East (Dreadnaught)
West (Dreadnaught)
Six
North
East (Dreadnaught)
South
 >>> East Light Platform (2 Warheads)
 >>> West Light Platform (2 Warheads)
North (Dreadnaught)
East
West
Seven
North
 >>> North Platform (3 Armored Warheads)
East
 >>> South Platform (3 Armored Warheads)
South
West
Eight
North (Dreadnaught)
East (Dreadnaught)
South
West
 >>> North Heavy Platform (2 Armored Warheads)
 >>> East Heavy Platform (2 Armored Warheads)
 >>> South Heavy Platform (2 Armored Warheads)
 >>> West Heavy Platform (2 Armored Warheads)
Nine
North
East
South
West
 >>> North Advanced Platform (3 Armored Warheads)
 >>> East Advanced Platform (3 Armored Warheads)
 >>> South Advanced Platform (3 Armored Warheads)
 >>> West Advanced Platform (3 Armored Warheads)
Ten
North x2 (Dreadnaught)
East x2 (Dreadnaught)
South x2
West x2
 >>> North Elite Platform (4 Armored Warheads)
 >>> East Elite Platform (4 Armored Warheads)
 >>> South Elite Platform (4 Armored Warheads)
 >>> West Elite Platform (4 Armored Warheads)

Objectives Breakdown[ | ]

The key primary objective to a successful No Win Scenario run, especially in the final levels, is to destroy most of the ships as quickly as possible, quickly establishing control. By reducing the enemy's damage potential, secondary objectives including managing platforms and warheads, healing the transport and preparing for the next level will be much easier.

If the team is successful, most of the ships on each flank will be or close to being destroyed as the platforms begin to spawn and start firing warheads. Players can then focus on taking out any active warheads before taking out the platform (and any spawning warheads). Once players have managed their platforms and warheads, they can finish destroying all but one ship, heal the transport and wait for their cooldowns to end.

If the transport requires some assistance before the ships, warheads and platforms are under control the use of Tactical Team should be sufficient to keep the transport safe since it has strong shields and hull. Shield and hull heals should be reserved primarily for team members since each death significantly increases the respawn timer (reset timer doesn't reset). Only when the team is in good shape should any spare healing abilities be used on the transport should it need them.

If the transport's destruction is imminent then it is likely the team hasn't been successful in the primary objective. This can be due to lack of DPS, players blowing up or the enemy ships (warheads especially) being allowed to fire on and impact the transport.


Ways of improving your team's damage potential;

  • Using escorts, destroyers and raiders to make up most/all of the team for stronger weapons (Dual Cannons), more tactical consoles and a larger/stronger selection of tactical abilities.
  • Increasing exotic damage of abilities such as Gravity well or Iso-metric charge. This can be increased by adding points to Particle Generators. Plasma burn from plasma energy and projectile weapons or plasma infused weapons (using plasma infused science consoles) are also improved by Particle Generators.
  • Increasing draining abilities such as Tetryon Glider and Tetryon/Polaron weapons, consoles such as Plasmonic Leech and abilities such as Energy Siphon. These can be increased by adding points to Flow Capacitors. Energy drain attacks will be boosted but have a less noticeable impact on the enemy unless a system is disabled. Abilities which grant energy to a player, however, will be improved and benefit the player using them.
  • Making the most of debuffs. These may not increase the team's damage directly but it will either increase the team's damage potential (slowing down the enemy, reducing their damage resistance or disabling a subsystem) or reduce the enemy's damage potential.
  • Use effective console and ship equipment combinations. In addition to granting direct boosts or powers, using 2 or 3 items from the same set will grant additional bonuses. Both the item and set bonuses should be considered carefully to ensure that the ship gets the most effective combination to deal more damage as well as to stay alive. Using universal consoles will have an impact depending on where these are used. It is recommended to reserve tactical and science slots for damage as much as possible and put any universal consoles in engineering before using science.

Strategy[ | ]

Four Flanks, One Floater Method[ | ]

Four players take up positions directly North, South, East and West of the transport while the 5th player takes up a position close to the transport. As the waves of ships warp in the 4 flank players should focus on their flank while providing some assistance to the transport while the floater should assist on flanks as required, save a single ship then destroy when the team is ready and assist the transport.

Considering the frequency of dreadnaughts on the East flank compared to the other flanks, it is suggested that the floater save a ship on the East flank to provide consistency and minimise confusion. The floater should declare what flank they are saving on especially if it's different to the default flank.

Flanking players can choose to position themselves either;

  • In front of the ship flank (~4-5km from transport). This exposes to the player to the full force of the enemy damage and their abilities (including Iso-Metric Charge, Sub Nucleonic Beam, Gravity Well and Tyken's Rift). This does though delay dealing with the warheads until much later and out of the range of the platform. The key to this approach will be being prepared to use countermeasures such as Engineering/Science Teams or batteries/ Emergency Powers and using Tractor Beam Repulsors to keep the ships at bay. On level 10, this is the most recommended approach as the elite platform and 4 armoured warheads will likely be too much to cope with and completing the mission does not require disabling the platform or destroying the warheads.
  • Behind the ship flank (14.1-14.3km from transport). This avoids much of the damage from the enemy ships but at the cost of being closer to the platform and Bio-Neural warheads. The key to this approach working will be using Tractor Beam Repulsors and a combination of tanking abilities to manage the platform and warheads behind you while the ships are brought under control in front. When the flanking player has killed most or all of the ships, they can turn around to focus on their platform and warheads.
  • Off to the side of the ship flank (10km away from the transport). This is a compromise between the previous two approaches and is worth considering if neither the previous two approaches are working for you.


Levels 1 to 4[ | ]

There is little to do during the lower difficulty levels but they serve as a good practice run for teams and it is recommended that the flanking players remain on their flanks and focus on positioning or healing the transport if needed. The floater also has little to do and can assist in clearing the flanks as they appear, heal the transport or practice saving a ship.

Level 5[ | ]

Level 5 introduces the Bio-Neural Warhead Platforms with 1 light platform spawning in the North firing 2 standard warheads periodically. Wave 5 is also different from the other levels in that 5 different groups spawn covering the southern half of the map. It is recommended that the floater helps on the South-East (so they are closer to saving the East dreadnaught while the North flank player can assist in taking out the South-West group if necessary after disabling the light platform in the North. Depending on the group, it is recommended that the floater make sure a ship is saved allowing the team to prepare for the next level.

Level 6[ | ]

While South and West encounter only 1 wave on this level, North and East encounter 2 separate waves so careful use of abilities is recommended. During these 2 waves, 2 light platforms spawn (East and West) each firing 2 standard warheads periodically. The first wave in the East is relatively small and weak (except for the dreadnaught) so it is recommended that the East flank player waits until the second wave arrives before activating their strongest powers. The East platform will begin launching warheads as the second wave spawns. By using Tractor Beam Repulsors and Tactical Team, the East flank player should be able to manage their warheads until all ships but the dreadnaught are destroyed allowing them to focus on disabling their platform.

Level 7[ | ]

This level is particularly tricky so may take some practice. Ships initially spawn in the North and East closely followed by a standard platform in the North. These tougher platforms fire 3 armored warheads which are also tougher and deal more damage.

The ships in the South and West do not spawn until most/all ships are destroyed in the North and East. Also during level 7, another standard platform spawns in the South which spawns independently of anything else happening on the map. This makes the South flank player's job particularly difficult as both the ships and the platform can end up spawning at the same time although the platform is more likely to spawn first. It is recommended that the team plan ahead for level 7 which could be done in the following ways;

  • South player taking the South ships head on (5km away from the transport facing South). The South player can focus on the incoming warheads until the ships spawn before dealing with their platform.
  • South player disables their platform first and take it out before the South ships spawn.

Since the floater will be busy saving a ship (and likely unable to help), the East flank player could help with on the South flank after clearing their flank since they do not have a platform to deal with but make sure they are back on the East flank ready for level 8.

Another challenge for level 7 is the lack of a dreadnaught. As the West flank player has only ships to deal with which appear at the end of the level it is suggested that the floater save a ship typically a high tier cruiser on the West flank (see Graviton Beam method). The floater and West flank payer should co-ordinate who is targeting what. One example would be for the West flank player to target one side of the flank and the floater to pick off a ship on the opposite side (to avoid killing the ship to be saved). Avoiding high area of effect damage or control abilities like Gravity Well until a ship is safe is recommended.

Level 8[ | ]

Levels 8, 9 and 10 are more or less the same in terms of wave breakdown but increase in difficulty. All flanks will encounter their flank at the same time shortly followed by a heavy platform launching 2 armored warheads periodically. This wave is relatively easier than level 7 and with 2 dreadnaughts it should be easier to save one so the team can prepare for level 9. The floater can assist on the North flank (killing the dreadnaught) then save the East dreadnaught.

Level 9[ | ]

The only differences between level 8 and 9 are that the heavy platforms now fire 3 armored warheads instead of 2 and there is no dreadnaught to save. This makes preparing for the all important level 10 very tricky as is the case with level 7. Using the Graviton Beam method is strongly recommended although this time caution should be used as the East platform will spawn during this time. One recommended tactic would be for the floater to approach the East flank from above and push a ship down with maximum auxiliary power. Once a ship has been pushed away, the floater and back up a bit, use a gravity well on the rest of the ships before flying up to the saved ship and using Tractor Beam Repulsors to push it safely away.

Level 10[ | ]

Level 10 spawns double the number of ships per flank (15 on each flank) and an elite platform launching 4 armored warheads. It is worth noting again that the platforms and warheads do not count towards completion of the simulation, only the ships. As a result there are a number of ways level 10 can be tackled;

  • Attacking head on. This is the most recommended method and consistently beaten the simulation. The 15 ships will not attack you initially but any area of effect attacks will very likely affect you as well as the transport. It will not take much to draw aggro so using countermeasure and defensive powers proactively is strongly advised. Using Tractor Beam Repulsors (especially in combination with gravity well and/or graviton pulse) to prevent the ships spreading out and swarming the transport is recommended too and in the North and East, players should also target the dreadnaught as soon as they are able to.
  • Attacking from the side. If attacking head on isn't working, attacking from the side is also sound method although it's harder to stop the ships advancing on the transport. Instead of being about 14km from the transport and just behind the incoming ships, the flanking player can position themselves ~10km from the transport but off to one side. The closer towards the transport the player is the longer it will take form the armored warheads to attack you but at the greater risk of the 15 ships maximising their damage potential.
  • Attacking from behind. This will mean the flanking players avoid most of the aggro from the 15 ships but leave themselves exposed early on to very heavy damage potential from the platform and 4 armored warheads from behind and isn't recommended as a first option.

Effective wave 10 beating tactics:

  • Using the warheads to blow up the ships is essentially the same as the warhead on platform tactic. Specifically the player allows the warheads to travel within very close range of the remaining ships before blowing them up taking out nearby ships in the process. Timing is crucial so it is recommended that a least one strong area of effect power is saved until the warheads are in amongst the ships to ensure they blow up and ideally target them if you can to ensure they take damage.
  • Since North and East both have dreadnaughts on their flanks it is recommended that the floater stay close to the transport and assist in killing most/all of one flank before helping on the other. If he floater positions themselves between the transport and the ships they will have less distance to cover and use their Tractor Beam Repulsors to push back keep any ships that are getting to close to the transport. They will also be able to assist the transport more effectively but do run the risk of drawing aggro.
  • Initially save heals more for yourself or other teammates that are in trouble before healing the transport. The flanking players are crucial for killing their flanks and then immediately managing their warheads while the floater will be busy killing any leftover ships and assisting should a flanking player fall. The most effective way of keeping the transport alive is to throw Tactical Team on it which will allow it to use its strong shields to compensate for any one shield facing that is failing and it's strong hull to take most of the damage.
  • Ignore the platforms and focus on the ships and warheads. Taking in to consideration the 15 ships and 4 armored warheads per volley on each flank, it is strongly recommended not to engage the platforms at all. These are elite platforms and will have take even longer to take out and deal a lot more damage. Initially the ships are the highest priority followed by the warheads. Once the ships on a flank are destroyed the flanking players will stand a better chance of surviving if they focus on the warheads only and remaining near the transport to delay any engagement while the floater finishes off any remaining ships.
  • It is recommended that the floater consider changing their ship equipment now that there isn't a need to save a ship using the Graviton Beam. One good recommendation is to use the Omega Force's Tetryon Glider to deal more shield damage in combination with the Elite Fleet Adaptive Resilient Shield Array that will provide a greater defense.

Reputation System[ | ]

Below are the space bonus abilities from the Omega and Romulan reputation systems. Generally one boosts defense and one boosts offense. Whichever option you choose you will get some benefit so there is no strong recommendation either way although anything that improves your damage potential is a good idea.

Omega[ | ]

Tier 2[ | ]

Hull-Repairing Nanites: Passive hull heal over time.
Omega Weapons Training: Increased Weapon Training skill.

Tier 4[ | ]

Omega Graviton Amplifier: Chance to deal kinetic damage for each energy and projectile weapon attack.
Superior Shield Repair: Shield regeneration over time.

Romulan[ | ]

Tier 2[ | ]

Precision: Increased critical hit chance.
Enhanced Shield Systems: Increased Starship Shield Systems skill.

Tier 4[ | ]

Emergency Secondary Shielding: Chance to regain shield strength when critically hit.
Sensor Targeting Assault: Chance to placate target when you critically hit.

Tier 5[ | ]

Quantum Singularity Manipulation: Increases Science skills and cloaks ship (but still able to fire) for a period of time.

Duty Officers[ | ]

There are plenty of duty officers a player can choose from, however, the 5 that you choose should focus on the ship equipment and the abilities of the captain and bridge officers (ideally very rare officers for greater benefits). Some duty officers can stack up to 3 times allowing for chances and/or benefits to stack. There are too many duty officers to list here but they can be grouped in to particular categories;


Reduce recharge times
Deflector Officer - Chance to reduce recharge time for Deflector abilities.

Enhance abilities that buff attacks
Gravimetric Scientist - Chance to create an aftershock Gravity Well.

Enhance abilities that buff your defense
Shield Distribution Officer - Chance to partially regenerate shields when using Brace for Impact.

Enhance abilities that buff your effectiveness
Warp Core Engineer - Chance of temporarily improving ship power.

Grant bonus abilities
Entertainer - Chance to inhibit target's Perception on use of beams and cannons (per hit not per volley).


Some abilities are applicable to the character's profession.
Sensors Officer (science only) - Debuff target's damage capability.


Duty Officer Buff Bonuses[ | ]

Some duty officer assignments (Personal only) grant a 2 hour buff of 25 points to various skills such as Structural Integrity or Attack Patterns if the result is a critical success. Buffing the same skill does not stack and will only reset the timer to 2 hours. It is recommended to save up multiple buffs for a particular run and use them just before a difficult level is about to start.


Fleet bonuses and Devices/Consumables[ | ]

Fleet bonus provisions can be used in this event, however, these must be used 'in space' (space and ground are currently independent). 1 Tactical, Engineering and Science bonus can be consumed at a time and grant 4h hours bonus to all skills of that category (the value depending on the bonus quality).

Other devices that will benefit players; Prototype Ablative Jevonite Hardpoints - Improves Structural integrity for 15 minutes (lost when ship is destroyed). Batteries and Team batteries - Batteries can repair and grant additional power to a single subsystem or 2 subsystems to a single player or the whole team. These can be very effective when facing enemies that use power drain or subsystem attacks. Romulan Distress Calls - These are pets which will support you for as long as they remain alive and will render assistance when you need it most. These will be more effective than turrets which lack shields and have only a small amount of hull.

Bridge Officer Abilities[ | ]

Here is a list of recommended bridge officers abilities;

Engineering:

  • Emergency Power to Shields icon (Federation) Emergency Power to Shields
  • Emergency Power to Weapons icon (Federation) Emergency Power to Weapons
  • Engineering Team icon (Federation) Engineering Team
  • Extend Shields icon (Federation) Extend Shields
  • Auxiliary to Structural icon (Federation) Auxiliary to Structural
  • Reverse Shield Polarity icon (Federation) Reverse Shield Polarity

Science:

  • Hazard Emitters icon (Federation) Hazard Emitters
  • Tractor Beam Repulsors icon (Federation) Tractor Beam Repulsors
  • Gravity Well icon (Federation) Gravity Well
  • Transfer Shield Strength icon (Federation) Transfer Shield Strength
  • Polarize Hull icon (Federation) Polarize Hull

Tactical:

  • Attack Pattern Beta icon (Federation) Attack Pattern Beta
  • Attack Pattern Omega icon (Federation) Attack Pattern Omega
  • Cannon Rapid Fire icon (Federation) Cannon: Rapid Fire
  • Cannon Scatter Volley icon (Federation) Cannon: Scatter Volley
  • Tactical Team icon (Federation) Tactical Team
  • Torpedo High Yield icon (Federation) Torpedo: High Yield
  • Torpedo Spread icon (Federation) Torpedo: Spread

Skill Tree[ | ]

This is one possible recommended skill tree build that can be used for both Federation and Klingon characters. The primary goals of this build are to maximize the following areas as efficiently as possible relative to the cost of the skill;

  • Tactical abilities
  • Energy, Projectile and Exotic damage
  • Critical chance and severity
  • Drain abilities
  • Push and Pull strength
  • Defense and Damage resistance
  • Shield and Hull healing
  • Power


The general approach with this build is to use a combination of Cannon Scatter Volley, Torpedo Spread and Gravity Well which will bring the ships together for greater damage as ships explode in close proximity. Tractor Beam Repulsors is primarily to take out the warheads but in later difficulty levels very useful in keeping the ships a safe distance away from the transport.

Ship Setups[ | ]

These are builds that were successful in beating No-Win Scenario using resources available at the time of first completion and will not be updated to reflect better or alternative items that become available. As a result, these builds are only suggestions and are not enforced, there are other valid builds which will work.

Mobius Temporal Destroyer/Krenn Temporal Destroyer[ | ]

Fore Weapons: Romulan Plasma Dual Cannons (x3), Romulan Hyper Plasma Torpedo Launcher
Aft Weapons: Romulan Plasma Turret (x2), Kinetic Cutting Beam

Rank Starfleet Com Tactical: Tactical Team I, Torpedo: Spread II, Cannon: Scatter Volley II, Attack Pattern Omega III
Rank Starfleet LtCom Science: Hazard Emitters I, Tractor Beam Repulsors I, Gravity Well I
Rank Starfleet Lt Science: Transfer Shield Strength I, Tractor Beam Repulsors I
Rank Starfleet Lt Tactical: Torpedo: Spread I, Cannon: Scatter Volley I
Rank Starfleet En Engineering: Emergency Power to Shields I

Reserve
Rank Starfleet LtCom Science: Hazard Emitters I, Tractor Beam Repulsors I, Transfer Shield Strength III
Rank Starfleet LtCom Science: Transfer Shield Strength I, Tractor Beam Repulsors I, Hazard Emitters III
Rank Starfleet Lt Engineering: Emergency Power to Shields I, Reverse Shield Polarity I


Devices: Red Matter Capacitor, Subspace Field Modulator (Team batteries on standby)


Consoles:
Engineering: Isometric Charge, Resonance Cascade Modulator
Science: Assimilated Module, Zero-Point Energy Conduit, Particle Generators [-Th][Pla] (x2)
Tactical: Plasma Infuser (x4)


Ship Equipment:

  • Floater (until level 10)

M.A.C.O. Engine
M.A.C.O. Deflector
M.A.C.O. Shields

Set Bonuses:
Omega Weapon Amplifier (Omega Console Set)
Plasma Conductive Circuitry (Romulan Console Set)
Magnetoplasma Relays and Graviton Beam Array (M.A.C.O. Ship Equipment Set)


  • Flanker and Floater (wave 10) setup:

Omega Force Engine
Omega Force Deflector
Elite Fleet Adaptive Resilient Shield Array [Adapt][Capx2][ResB] *

Set Bonuses:
Omega Weapon Amplifier (Omega Console Set)
Plasma Conductive Circuitry (Romulan Console Set)
Tetryon Glider (Omega Ship Equipment Set)


Reputation Bonuses:
Precision (Romulan)
Sensor Targeting Assault (Romulan)
Omega Weapon Training (Omega)
Omega Graviton Amplifier (Omega)

* Considered most effective shield in a No-Win Scenario against Romulan and Gorn (with antiproton platforms and warheads).


Hegh'ta Heavy Bird-of-Prey[ | ]

Fore Weapons: Disruptor Dual Heavy Cannons (x3), Photon Torpedo Launcher (Advanced Fleet)
Aft Weapons: Disruptor Turret (x2) (Advanced Fleet)
Rank Klingon Com Tactical: Tactical Team I, Torpedo: Spread II, Cannon: Scatter Volley II, Attack Pattern Omega III
Rank Klingon LtCom Science: Hazard Emitters I, Tractor Beam Repulsors I, Gravity Well I
Rank Klingon Lt Tactical: Tactical Team I, Cannon: Scatter Volley I
Rank Klingon Lt Science: Transfer Shield Strength I, Tractor Beam Repulsors I

Reserve
Rank Klingon LtCom Science: Hazard Emitters I, Tractor Beam Repulsors I, Transfer Shield Strength III
Rank Klingon LtCom Science: Transfer Shield Strength I, Tractor Beam Repulsors I, Hazard Emitters III


Devices: Red Matter Capacitor, Subspace Field Modulator


Consoles:
Engineering: Aceton Assimilator, Isometric Charge, Graviton Pulse
Science: Particle Generator (x3)
Tactical: Disruptor Induction Coil (x3)


Ship Equipment:

  • Flanker and Floater setup:

Omega Force Engine
Omega Force Deflector
Elite Fleet Adaptive Resilient Shield Array [Adapt][Capx2][ResB] *

Set Bonuses:
Tetryon Glider (Omega Ship Equipment Set)


Reputation Bonuses:
Precision (Romulan)
Sensor Targeting Assault (Romulan)
Omega Weapon Training (Omega)
Omega Graviton Amplifier (Omega)

* Considered most effective shield in a No-Win Scenario against Romulan and Gorn (with antiproton platforms and warheads).


Kar'Fi Battle Carrier[ | ]

Fore Weapons: Disruptor Dual Heavy Cannons (x3), Photon Torpedo Launcher
Aft Weapons: Disruptor Turret (x3)
Rank Klingon Com Science: Hazard Emitters I, Tractor Beam Repulsors I, Tractor Beam Repulsors II, Gravity Well III
Rank Klingon LtCom Tactical: Torpedo: Spread I, Cannon: Scatter Volley I, Attack Pattern Beta II
Rank Klingon Lt Tactical: Tactical Team I, Cannon: Scatter Volley I
Rank Klingon Lt Engineer: Engineering Team I, Reverse Shield Polarity I
Rank Klingon En Science: Transfer Shield Strength I

Reserve
Rank Klingon Com Science: Hazard Emitters I, Tractor Beam Repulsors I, Transfer Shield Strength III, Gravity Well III
Rank Klingon Com Science: Hazard Emitters I, Tractor Beam Repulsors I, Hazard Emitters III, Gravity Well III


Devices: Red Matter Capacitor, Subspace Field Modulator


Consoles:
Engineering: Aceton Assimilator, Isometric Charge
Science: Particle Generator (x3)
Tactical: Disruptor Induction Coil (x4)

Alternative Universal Consoles: Graviton Pulse Generator, Plasmonic Leech


Hangar Bays: Advanced Fer'Jai Frigates (x2)

Ship Equipment:

  • Flanker and Floater setup:

Omega Force Engine
Omega Force Deflector
Elite Fleet Adaptive Resilient Shield Array [Adapt][Capx2][ResB] *

Set Bonuses:
Tetryon Glider (Omega Ship Equipment Set)


Reputation Bonuses:
Precision (Romulan)
Sensor Targeting Assault (Romulan)
Omega Weapon Training (Omega)
Omega Graviton Amplifier (Omega)

* Considered most effective shield in a No-Win Scenario against Romulan and Gorn (with antiproton platforms and warheads).

Tips[ | ]

Pin the transport to your HUD.
It is important to monitor the transport's status at all times and it is also very useful for applying buffs/heals to the transport quickly especially if the combat intensifies around the transport and targeting it becomes difficult.

Stay on your flank.
Even if there is nothing to do on the lower levels it serves as good practice for the higher levels. If the last ship is destroyed unexpectedly and you're still out of position the team is in a weaker position at the start of the next level.

Call the floater for help
If a flank falls in to difficulty it's the floater's job to assist. Only if they are busy or destroyed can another flanking player that's available help out (but should not forget to manage their own flank).

Prepare for next level by saving a ship.
The next level will not start until the last ship (or fighter) is destroyed (platforms and warheads do not count). Some waves spawn dreadnaughts which will be the easiest to save and by saving a ship, the team can prepare for the next level including clearing their cooldowns and healing the transport.

NWS wave 7 with maco set

Floater using the Heavy Graviton Beam to push the right most D'deridex ship on the West flank away while the West flank player destroys the left most ships.


Using M.A.C.O. Set 3 (or Alternate Klingon Honor Guard) Bonus
Having the Set 3 Bonus grants Heavy Graviton Beam. This is a push back ability in space but unlike Tractor Beam Repulsors it only targets one ship and won't risk spreading the other ships out. This is an extremely useful ability especially with high auxiliary and at close range. The floater can use this ability to push one of the heavier ships (preferably on the edge of the flank) away from the main group to a safe distance before using Tractor Beam Repulsors to push it even further away.

Use your abilities sparingly.
When there isn't a dreadnaught to save (levels 7 and 9 in particular) there is a high chance of killing all the ships too early leaving the team not ready for the next level. It is recommended to use abilities with short cooldowns (e.g. up to 3 minutes) on these waves and save the others for the next level. Coordinating with your teammates over using team abilities such as Resonance Cascade Modulator is recommended.

Use a Reserve Bridge Officer and Power Setup for strong healing
If a player has a high damage build and has cleared their flank they could exit red alert and change to a bridge officer setup that specializes in strong healing. Diverting power from weapons to auxiliary would also improve most healing abilities. It's important that the team returns to their high damage mode, however, ready for the next level.

Use the warheads to take out the platforms
Using Tractor Beam Repulsors approximately 5km away from the platform when the warheads are launched has a high chance of causing the warheads to blow up on top of the platform often destroying the platform or severely damaging it making it much quicker to take the platforms offline.

Take out your platforms with a preemptive strike
See video in external link for details. Taking out your platform/warheads early means they have less time to do damage and potentially damage themselves. Stacking up plasma damage and collapsing the shield while it's still offline are also big advantages and firing at close range also increases your damage potential.

Avoid attacking head on if you're having trouble tanking
Most enemy ships have a strong forward focused build. By attacking from behind or the side, a team can destroy ships more safely without drawing aggro and being destroyed or inflicted with abilities like Viral Matrix.

Race Encounters[ | ]

Every race is different so it is recommended to prepare for some races over others (in a private group the team can warp out and try again). Some equipment is ideal for fighting some races especially such as the fleet shields with [ResB] which will provide 15% resistance to disruptor and antiproton attacks (the types you will face against the Romulans, Gorn, platforms and warheads). When up against ships with certain abilities, it is recommended to have a bridge officer setup (and the equipment) to neutralize or resist them.

Since the civilian transport is a stationary target, there are some races that should be avoided. Some races can use Tyken's Rift or Gravity Well which will deal their maximum effect to the transport as it will be at the epi-centre or use weapons such as transphasic projectiles which will result in direct damage to the hull bypassing the shields or disabling the shields completely. Some abilities, however, like Subnucleonic Beam and Viral Matrix will have no effect on the transport.

Here is a general summary of what to expect when going up against the possible races (some are Federation or Klingon only);

Breen[ | ]

- Polaron/Transphasic weapons
- Tyken's Rift
- Subnucleonic Beam
- Energy Siphon

Federation (Klingon only)[ | ]

- Phaser weapons
- Feedback pulse - Tractor Beam Repulsors.

Fek'Ihri[ | ]

- Numerous debuffs abilities (too many to list individually)
- Ability to phase (untargetable but can fire back)
- Tortured souls

Gorn (Federation only)[ | ]

- Disruptor weapons
- Eject Warp Plasma
- Aceton Assimilator

Jem'Hadar[ | ]

- Polaron weapons
- Subnucleonic Beam
- Tractor Beam Repulsors

Klingon[ | ]

- Disruptor weapons
- Boarding party
- Stasis Beam (disables weapons and engines)
- Battle Cloak
- Isometric Charge

Nausicaans (Federation only)[ | ]

- Disruptor/transphasic weapons
- Gravity Well
- Transphasic torpedos

Orions (Federation only)[ | ]

- Disruptor weapons
- Increased numbers of fighters

Romulan[ | ]

- Disruptor/plasma weapons
- Viral Matrix
- Cloak (Dreadnaught only when within 5km of it's target)
- Photonic Shockwave
- Tractor Beam

External links[ | ]

Googledoc version
No-Win Scenario video playlist
Guide to taking out your platform Guide to saving a ship on levels 7 and 9

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