I have been wondering about energy and weapon type of NWS and I think Plasma and Antiproton might be better choices. Now I wonder which energy type out of these two is better?
Pros of Plasma:
1. Plasma burn/fire. This can be boosted with plasma tactical console. However, it depends upon a change (2.5%)
2. Plasma damage. Sci/Eng consoles can boost plasma damage besides tactical consoles.
Pros of antiproton:
1. Raw damage. No 2.5% chance of damage etc.
Then of course, what weapon type? Cannon or Beam?
Cannons: Good is high damage. Bad is: 1. damage depends upon range and 2. firing them drains the weapon power.
Beam: Good is damage doesn't depend upon range. Bad is low damage than cannons?
So I am thinking to arm my craft with antiproton [crtH] beams because I'd like to damage them even they are a bit far. Of course, using all those elachi console, temporal console etc. to increase the chances for critical hits.
Any recommendations?
Grinding for MkIV epic gear?
Ain't Nobody Got Time for That
- Forget Fleet Consoles in eng/science slots. You are going to want to fly with reputation universal consoles.
- Go Disruptor. Their proc is the best for NWS, to reduce enemy damage resistance is what will get to to wave 10 and beyond
- Go cannon. Beam arrays rule in most PvE currently with the Aux2Demarion etc build, but beams are mostly effective against scattered enemies. In NWS, you need to keep enemy waves as close to each other as possible, firing all forward batteries to eliminate them
- Get CrtD procs on your weapons. 3 if possible. Your Reputation consoles will boost your CrtH enough.
- Make sure to have RSP, Repulsors and GravWell. Yolu will need all three.
- NWS is about establishing control. Don't expect to instant-kill waves. Kill most of them and keep whatever lives away from the transport.
- Take a look at the STOwiki walkthrough page. You will find some info outdated, but it comes with a document that shows what spawns on each side. And you'll find that east is the hardest side to defend.
I'm not flying a NWS ship myself, but I have fought it enough, and have the Protege title on my main.
Personally I find a combination of CSV, APB, and GW (and spread3 with gravimetric or plasma torps) to be the easiest approach to NWS, plus a TBR held in reserve for area control. You're pretty much spawn-camping the warp-in points, and a number of enemy types can make things very complicated if you let them start moving around and doing things, so just alpha-strike the lot of em and chain their core breaches together. Weapon type you mostly want everything dead long before a plasma burn could matter, so that leans more towards disruptor or AP (or even tetryon to a lesser extent). And I gotta disagree on going CrtD*3, simply because you'll need some accuracy to hit the armored bioneural warheads on the later waves, and those things are the a bigger headache than the dreadnoughts.
This is not to arrogantly say you couldn't load up polaron FAW boat and make it work by sheer DPS and overlapping fields of fire (especially if everyone was in a FAW boat), just that the CC+CSV setup is the easiest to handle when first doing it.
Addendum
Also if you're going with a KDF group, find room for the Aceton Assimilator if you own the thing. Give up a tac console if you have to, but the AA absolutely demolishes the warheads (they open up with their point-defense turrets and cook themselves). Its laughable how well it works there.
The tactics I've been taught all revolve around crowd control and use of Tractor Beam Repulsors to take control of each wave. So with that being the case, I recommend beams simply because you really don't want to spend too much time getting into the clusters/waves. The tactics my groups end up using really work best with keeping certain things past 10 km away and generally keeping most things at arm's length away from the center.
As far as beam energy type? Of the ones you mention I'd just go with antiprotons. But that's just me being lazy.
It's tactics more than weapons alone that make NWS winnable.
I've won with cannons and beams, and have used polaron, phased polaron, disrupter, romulan plasma and fleet antiprotons.
First be conscious of the of the spawn points. there are a number of great charts/powerpoints that cover all 10 levels. Your starting position against these points changes based on your opponent's special abilities (sub nuc, iso charges etc.)
Second, use mob control. Grav well is the best for consistency. Get they in a confined area quickly, to maximize your AOE, warp breeches. Cannons work fastest, but nothing is more visually impressive as a hail of torpedos and FAW3.
Third - Tractor Beam Repulsers in reserve for the occasional break-through.
As I became less 'anxious' doing runs in NWS, I started to see how you can use things against them. The platforms torpedoes can do as much damage to them if you time you GW's well enough. Warp core breeches are fun to chain.
Lastly - take a breather after level 5, and between each level. Isolate 1 ship, recharge your cd's. Nothing wrong in doing it - this mission isn't timed
I'm toying with a Jemnaught build with Tykin 1. would that be of any use?
No. They'll move out of the Tyken's area too quickly to matter. For a Jem Dread, your sci skills should probably be TBR1, HE1, and Sci Team 1 (for subnucs).
Comments
- Forget Fleet Consoles in eng/science slots. You are going to want to fly with reputation universal consoles.
- Go Disruptor. Their proc is the best for NWS, to reduce enemy damage resistance is what will get to to wave 10 and beyond
- Go cannon. Beam arrays rule in most PvE currently with the Aux2Demarion etc build, but beams are mostly effective against scattered enemies. In NWS, you need to keep enemy waves as close to each other as possible, firing all forward batteries to eliminate them
- Get CrtD procs on your weapons. 3 if possible. Your Reputation consoles will boost your CrtH enough.
- Make sure to have RSP, Repulsors and GravWell. Yolu will need all three.
- NWS is about establishing control. Don't expect to instant-kill waves. Kill most of them and keep whatever lives away from the transport.
- Take a look at the STOwiki walkthrough page. You will find some info outdated, but it comes with a document that shows what spawns on each side. And you'll find that east is the hardest side to defend.
I'm not flying a NWS ship myself, but I have fought it enough, and have the Protege title on my main.
Hoping this will have helped ya.
Join the Deltas today!
This is not to arrogantly say you couldn't load up polaron FAW boat and make it work by sheer DPS and overlapping fields of fire (especially if everyone was in a FAW boat), just that the CC+CSV setup is the easiest to handle when first doing it.
Addendum
Also if you're going with a KDF group, find room for the Aceton Assimilator if you own the thing. Give up a tac console if you have to, but the AA absolutely demolishes the warheads (they open up with their point-defense turrets and cook themselves). Its laughable how well it works there.
Ain't Nobody Got Time for That
[SIGPIC][/SIGPIC]
The tactics I've been taught all revolve around crowd control and use of Tractor Beam Repulsors to take control of each wave. So with that being the case, I recommend beams simply because you really don't want to spend too much time getting into the clusters/waves. The tactics my groups end up using really work best with keeping certain things past 10 km away and generally keeping most things at arm's length away from the center.
As far as beam energy type? Of the ones you mention I'd just go with antiprotons. But that's just me being lazy.
Its more about using a ship with GW and tbrs. Cannons using csvs. And that's the bread and butter of it.
I did mine in a Plesh brek covering north. GW is the biggest factor
My PvE/PvP hybrid skill tree
I've won with cannons and beams, and have used polaron, phased polaron, disrupter, romulan plasma and fleet antiprotons.
First be conscious of the of the spawn points. there are a number of great charts/powerpoints that cover all 10 levels. Your starting position against these points changes based on your opponent's special abilities (sub nuc, iso charges etc.)
Second, use mob control. Grav well is the best for consistency. Get they in a confined area quickly, to maximize your AOE, warp breeches. Cannons work fastest, but nothing is more visually impressive as a hail of torpedos and FAW3.
Third - Tractor Beam Repulsers in reserve for the occasional break-through.
As I became less 'anxious' doing runs in NWS, I started to see how you can use things against them. The platforms torpedoes can do as much damage to them if you time you GW's well enough. Warp core breeches are fun to chain.
Lastly - take a breather after level 5, and between each level. Isolate 1 ship, recharge your cd's. Nothing wrong in doing it - this mission isn't timed
No. They'll move out of the Tyken's area too quickly to matter. For a Jem Dread, your sci skills should probably be TBR1, HE1, and Sci Team 1 (for subnucs).