Xaenith74 Posted May 31, 2017 Share Posted May 31, 2017 How to get 120+ rescued from Kobayashi Maru: Rush in, no shields. Give helm as much power as possible (rerouted from shields) to engines, the rest to phasers and rush in clearing only necessary mines. Scan KM as soon as she's in range (30km) so Engineer can start transporting. Engineer resets rerouting and keep power at 5 for phaser, 4 on engines, and 1 on shields. Engineer only lock and transport on every cooldown and when needed repair systems. Helm keep the ship within 10 km of KM and turning the ship to keep enemies at front (sometimes it's fast enough to reverse and turn than to go forward and turn risking to prolong transports), if needed helm can do the intrusions but it's easier for tactics to time intrusions with phaser banks cooldowns. This way your ship will take enough of heat off KM, and easily transport 120+ off KM before KM is destroyed. 3 Link to comment Share on other sites More sharing options...
Popular Post damon8r351 Posted May 31, 2017 Popular Post Share Posted May 31, 2017 Another way to win is to wait until the instructors and cadets have gone to sleep for the night, then sneak in and reprogram the computers that run the Kobayashi Maru simulation, allowing you a way to win the scenario that way. It'll win you a commendation for original thinking, but you may find yourself later in life ironically defending the simulation as is and the whole concept of a "no win situation", as something all Starfleet captains will eventually have to face some time in their careers. 11 Link to comment Share on other sites More sharing options...
FebuKev Posted November 24, 2021 Share Posted November 24, 2021 On 31/05/2017 at 7:47 PM, Xaenith74 said: How to get 120+ rescued from Kobayashi Maru: Rush in, no shields. Give helm as much power as possible (rerouted from shields) to engines, the rest to phasers and rush in clearing only necessary mines. Scan KM as soon as she's in range (30km) so Engineer can start transporting. Engineer resets rerouting and keep power at 5 for phaser, 4 on engines, and 1 on shields. Engineer only lock and transport on every cooldown and when needed repair systems. Helm keep the ship within 10 km of KM and turning the ship to keep enemies at front (sometimes it's fast enough to reverse and turn than to go forward and turn risking to prolong transports), if needed helm can do the intrusions but it's easier for tactics to time intrusions with phaser banks cooldowns. This way your ship will take enough of heat off KM, and easily transport 120+ off KM before KM is destroyed. Hi, thanks for the tips. Is it possible to make the engineer proceed with the transports without giving him orders each time? If so, how do you proceed? Thanks Link to comment Share on other sites More sharing options...
Rockstar-Suicide Posted February 1, 2022 Share Posted February 1, 2022 Does this have to be done solo? Link to comment Share on other sites More sharing options...
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