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Ha?apax Advanced Warbird underpowered

akodawindstriderakodawindstrider Member Posts: 20 Arc User
edited January 2014 in Romulan Discussion
I play a lvl 50 romulan engineer and i dont know if its just me or is the Ha?apax Advanced Warbird severely underpowered? compared to the new carriers even with anti-proton weapons my ship still can't hold a candle stick. i seem to die fast and not push out much fire power. The only way i can seem to survive is to raise shield power to full lvls. I also have the original romulan Boffs with an added romulan ensign tactical officer. am i not doing something right?
Post edited by akodawindstrider on

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  • edited November 2013
    This content has been removed.
  • akodawindstriderakodawindstrider Member Posts: 20 Arc User
    edited November 2013
  • ovinspaceovinspace Member Posts: 310
    edited November 2013
    My rommy has had one as and it seems okay for a free ship( Cstore and fleet are better), its not great to steer and does solid damage with a broadside and can install the rommy torp for frontal attacks.


    What are you doing with it that it can't survive? as long as its not pvp the ship should develop to a solid level.

    Things that really helped mine

    The zero-point console and rom torp for the extra plasma damage, this was a noticeable improvement. Much later added the experimental beam that has a special fire mode and saves power.

    Kinetic beam - everyone uses it because its great

    Rom plasma beams, expensive but adding them one at a time over time.

    Maco shield from borg rep system, very nice shield which adds power when fired upon. Prior to that had best high cap exchange shield I could find/afford.

    Fleet singularity, this really helped get those power levels up, elite fleet even better but I don't have access.

    Borg assimilated console - long standing essential adds power, crit and severity

    Nukara consoles, extra power and beam accuracy, it is a beam ship after all.

    Jemmy engine from the mission in which you go to the gamma quadrant in a shuttle - adds weapon power, speed and turning

    Really good deflector from the exchange.

    When I skilled my captain I did mostly space skills and there went for combat/survival ones not science, sounds obvious but on my first captain I balanced a bit here and there and had to respec to max space later. In rep system I mostly went for defensive skills.

    Went for doffs that help keep ship alive, plus the torp doff, gradually improved them to purples as ec allowed.

    Each improvement was a step up with the accumulated effect being big.

    My ship as it is can solos cubes in elite stf and generally stay alive and contribute, it can't possibly match the firepower of specced for dps monster scimitars, jem carriers etc or move as well as a science ship.
  • ovinspaceovinspace Member Posts: 310
    edited November 2013
    Your gear is pretty low level and a mix of stuff so nothing is working at its best.

    Deflector to shield. Get better stuff over time. You can replay missions that drop nice engines, deflectors and shields and browse the exchange.

    Beams choose a type and then get good ones and later really good ones, boost with the correct tac consoles. Green mk11 gear is very cheap

    Engineer consoles - get some armour, get turn boost from engines and drop the rcs, attack with broadsides and use evasive maneuvers for quick turns, accept that frontal attacks like an escort aren't what the Ha'apax does.

    Science console - shield emitters or the mk 11 blue dil shop one for shield cap, later these might be moved for fancy consoles. Science consoles that boost science skills aren't much use for this ship, the Ha'apax needs to stay alive and shoot not mess around with science abilities.

    Tac consoles - total mess, choose a beam type and get decent ones, again green 11s are usually pretty cheap. Green mk 11 beam consoles +24.4%, do 3 of the same and with matching beams. The 26-30% consoles get insanely pricey.

    Best gear comes from: rep system, fleet system, pay for Cstore ships and dumb luck drops/missions/exchange bargains.
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited November 2013
    The time I was running my Ha'apex, I usually didn't have much trouble staying alive, with just Mk XI-XII green& blue gear (with the occasional VR obtained from a drop, or another character that passed it on). Haven't gotten any rep gear on it so far, The last 3 months I was running it, pretty much stuck with the Jem'Hadar set, although I haven't spent the lobi or whatever to get it set to Mk XII yet. (Wish they'd make that option available to all the "story" sets available, like the Breen one.
    Use your Sing abilities as needed, sometimes, saving your charge for a few seconds and then doing a jump, or absorption mode, is better than firing it off just because it's at full charge, Alos, you have a battle cloak. Use it. If you can time your cloaking right, you can use it as a "get out of dodge" card. And that lets you re-engage when YOU feel like, not just continuously getting beaten on.
    Also, as someone else said, use your evasive skill as needed. It can also be your second hail-mary if you're getting overwhelmed. And accept that you're NOT going to do as much damage as an escort, or a tac in that same ship. As an eng, you're skill tree is setup more to help you survive, than to destroy. But a boff skill worth having on that ship, is also Attack Pattern Omega. (granted, it's over-powered with all that it does for you), but might as well make use of it since it's there. even AP:O 1 will help greatly.
    Haven't used the C-Store or fleet variants yet (or the MU one, although I do HAVE one, that I've been building up). The MU may be worth looking into for you, it would have a slightly different console/boff layout that may be more conducive to you.

    Good luck, and have fun!
    [SIGPIC][/SIGPIC]
    butcher suspect, "What'd you hit me with?"
    Temperance Brennan, "A building"
  • edited November 2013
    This content has been removed.
  • o0kami87o0kami87 Member Posts: 590 Arc User
    edited December 2013
    Personally I've never had a problem with this ship, however I am preferable to the mirror variant, just works better for me. Maybe try that one.

    Oh hell I just realized the age of this thread. Sorry guys.
    First, Vice Admiral, U.S.S. Wolf Pack-F, NX-101687-FFirst., Vice Admiral, A.R.W. Moon WolfWolf, I.K.S. Frost Bite
  • royalsovereignroyalsovereign Member Posts: 1,344 Arc User
    edited December 2013
    o0kami87 wrote: »
    Oh hell I just realized the age of this thread. Sorry guys.
    You're in under the wire - in fact, you had like 4 more days before it would've officially been a zombie. ;) Now it gets a new 30 days! :D
    "You Iconians just hung a vacancy sign on your asses and my foot's looking for a room!"
    --Red Annorax
  • sonnikkusonnikku Member Posts: 77 Arc User
    edited December 2013
    Every Rom ship feels "underpowered" when we have a Scim to compare it to. Even the D'D with it's lack of cruiser commands and strictly inferior specs in comparison isn't even worth using as a tank when a properly configured scim could do it better.
  • kelshandokelshando Member Posts: 887 Arc User
    edited December 2013
    First.. max flow capacitors

    Second.. go buy a plasmonic leech console (about 10 million ec if fed or a 1000 point z store ship if klink)

    Thrid.. profit from having higher power levels in every system after a few seconds of combat........
  • shinzonisbackshinzonisback Member Posts: 330
    edited December 2013
    Yeah, I think Rom Cruisers (except the scimitar) are way underpowered due to the absence of cruiser commands (you will need Weapons Systems Efficiency for a Full Beam Build).

    However, your gears are too weak, try this:
    http://skillplanner.stoacademy.com/?build=haapex123_0

    DOFFS:
    3 - Conn Officers [Blue]
    2 - Projectile Weapons Officers [Blue]

    I'd suggest
    2 - Conn Officers [Purple] but each one costs about 5-6 KK EC (for KDF, don't know for FED).
    3 - Projectile Weapons Officers [Purple] but each one costs 2-3KK EC.

    you can easily find all the gears and Doffs in the exchange (except for the Breen Cluster and Harg'Peng Torpedoes that are mission rewards).
    you can get the BOFFs skills from the Officer Trainers.

    good luck ;)
    Italian Player - Forgive my bad English

    [SIGPIC][/SIGPIC]
  • sudoku7sudoku7 Member Posts: 2 Arc User
    edited December 2013
    kelshando wrote: »
    First.. max flow capacitors

    Second.. go buy a plasmonic leech console (about 10 million ec if fed or a 1000 point z store ship if klink)

    Thrid.. profit from having higher power levels in every system after a few seconds of combat........

    Plasmonic Leech console is actually up to ~ 17 or 18 million now, but that difference really doesn't affect your point at all.
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited December 2013
    sudoku7 wrote: »
    Plasmonic Leech console is actually up to ~ 17 or 18 million now, but that difference really doesn't affect your point at all.

    The point is that it's totally out of reach for people who haven't bought the raised EC cap, instead of mostly out of reach.
  • alfamegaalfamega Member Posts: 268 Arc User
    edited December 2013
    ok, build is strongly gimped in many ways.

    you should "bite the bullet" and decide if you want to do aux2bat setup.
    i assume that you don't have those doffs atm and need some help right away.

    "minimum tank" is 2 tac teams, 2 ept2shield, 2 aux2struc, hazard emitters, transfer shield strength.

    what you have -
    no tac teams at all, means your hull will be exposed quite often.
    so put 2 tacteams and FAW 2. forget torpedo skills.

    1 ep2sh - means 1/3 of the time you have very weak shields.
    boarding party is useless.
    aceton beam better be 3 and warp plasma 1, reason is simple, aceton on 3 give -75% damage.
    while extend shield is nice to have directed energy modulation is a must for beamboat.
    eng team will interfere with tac team, which make it useless.

    science team also interfere with tac team. no way to shut off burning effects or borg debuff because no hazard emitters.

    then the ship itself.
    6 beams of your choice, 2 breen cluster torps.
    3 tac consoles for appropriate beam damage.
    3 neutronium eng consoles is bare minimum if you want to survive. additional monotanium wont hurt either.
    particle generator console is useless.

    on your "to do list" for the future:
    full borg set, both def and weapon.
    valdore and leech console.
  • o0kami87o0kami87 Member Posts: 590 Arc User
    edited December 2013
    Yeah, I think Rom Cruisers (except the scimitar) are way underpowered due to the absence of cruiser commands (you will need Weapons Systems Efficiency for a Full Beam Build).

    have to take issue with this, cruiser commands, raider flanking, and the eventual release of a new mechanic for sci ships are all meant to help out fed/kdf players have a more even playing field with rom charactes singularity abilities that their ship don't have. I tend to ignore them as not to become dependent on them but in a pinch they do help.
    First, Vice Admiral, U.S.S. Wolf Pack-F, NX-101687-FFirst., Vice Admiral, A.R.W. Moon WolfWolf, I.K.S. Frost Bite
  • shinzonisbackshinzonisback Member Posts: 330
    edited December 2013
    Yeah, I think Rom Cruisers (except the scimitar) are way underpowered due to the absence of cruiser commands (you will need Weapons Systems Efficiency for a Full Beam Build).

    However, your gears are too weak, try this:
    http://skillplanner.stoacademy.com/?build=haapex123_0

    DOFFS:
    3 - Conn Officers [Blue]
    2 - Projectile Weapons Officers [Blue]

    I'd suggest
    2 - Conn Officers [Purple] but each one costs about 5-6 KK EC (for KDF, don't know for FED).
    3 - Projectile Weapons Officers [Purple] but each one costs 2-3KK EC.

    you can easily find all the gears and Doffs in the exchange (except for the Breen Cluster and Harg'Peng Torpedoes that are mission rewards).
    you can get the BOFFs skills from the Officer Trainers.

    good luck ;)

    Try that build, it is cheap and effective.

    @o0kami87: you're right, but cruiser commands are way better than singularity abilities, for many reason.
    however it is not a problem: if you don't have cruiser commands, then you have to use some torpedoes to reduce the weapon's power drain ;)
    Italian Player - Forgive my bad English

    [SIGPIC][/SIGPIC]
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited January 2014
    The point is that it's totally out of reach for people who haven't bought the raised EC cap, instead of mostly out of reach.


    EC cap is a problem, but we are roms. You can buy 2 of em after selling a bridge officer, so its not out of reach at all. I sold off my excess BOs this week and with a couple that have not sold yet, I still picked up nearly 70M so far. That is after having all SRO on most of my crew, think there is one non-rom BO in my mix on one captain. And almost all your BO candidates will be excess -- you get at least two with SRO from the story, if not 3, so each rom char needs 2 more and the rest are pure gold.
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited January 2014
    It's not just underpowered, it's badly designed. 5 Turn on a ship with FOUR MASSIVE IMPULSE ENGINES. With those big boys, should be at least 7 or 8.
  • dahminusdahminus Member Posts: 0 Arc User
    edited January 2014
    How you making out op?
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited January 2014
    OP, without getting into an overly descriptive and possibly restrictive instruction, I have 2 very broad suggestions:

    1. Learn to play with slow turn ships. Use any combination below:
    - Better Starship Impulse Engines Skill
    - More Engine Power helps
    - RCS Accelerator Consoles
    - Fleet Dil Mine Consoles that add Turn Rate Bonuses
    - Dyson ENG Consoles that can add Turn Rate Bonuses
    - Tachyokinetic Converter Console (lobi store)
    - ENG Skill Aux To Inertial Dampeners
    - ENG Skill Emergency Power to Engines
    - If you want a tighter turn, you need to throttle down. Typically 50% or 25%

    2. Be clear on what you want the ship to be good at, then focus EVERYTHING, from skills, ship equipment, devices, consoles, weapons, BOFF skills, etc., to support that.
    - I noticed on your build, that outside of low level gear, is that it is literally all over the place. The intent of what you want the ship to do is not clear at all.
    - Decide on a few certain things for it to be good at, or do reasonably well in, then build around it. It is up to you to decide how specialized or how broad in capability the ship will be. There are tradeoffs the further you go in either direction.

    Any ship can perform well. It is up to the player to realize a good build for that ship and to make it work. The Haapax is a good ship but, like every ship in the game, is ideal for a certain style of play. But that doesn't mean you can't be flexible in your builds to fit within the parameters of what the ship can do.

    Lastly: Experiment, toy around. Make mistakes, learn from them, and seek pointers. Even with outside help, you still need to toy around and experiment on your own. Only then will you really get a feel of the gameplay and get better. These mistakes you're making now will make you better. Just keep at it. Best to experiment with common or uncommon quality equipment that are cheap. They are still good enough to test your ideas out and not break the bank. Once you really have a grasp of what you're doing and decide on a closer to final build, then you can spend the time and resources for the truly fancier gear. But until then, learn the game and make the mistakes with cheaper, lower quality gear. You'll come out the better for it.
    XzRTofz.gif
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited January 2014
    alfamega wrote: »
    "minimum tank" is 2 tac teams, 2 ept2shield, 2 aux2struc, hazard emitters, transfer shield strength.

    Aux2SIF has a duration of 10s, a 10s same-system cooldown... and a cooldown of 15s. There's almost no point in doubling up on it.
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