Not only the they fire this stuff wayyyyyyyy too often and, it basically is a dot and/or AOE shot but, it can be launched at wellllllll over the 35-45m range of even a sniper rifle!
The damage these buggers inflict is ridiculous to begin with, let alone the fact they can outrange the players to boot, seems pretty low down Devs!
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
The AI is hideously unbalanced for ground, especially in bug hunt. Not to mention most hits are tagged as soon as they fire and don't hit the ground -- the track you through any evasive motion you take and hit 100% of the time.
The damage these buggers inflict is ridiculous to begin with
Someone's not packing toxic resist.
Seriously people, bring something with toxic resist to Bug Hunt. An EV suit if you got nothing else. Except for melee attacks, everything in that mission is toxic damage.
Seriously people, bring something with toxic resist to Bug Hunt. An EV suit if you got nothing else. Except for melee attacks, everything in that mission is toxic damage.
Yeah, the Nukara rep gives you free ev suits that are decent gear for this. They have both physical and toxic resist. some even have HP regen abilities to go with that.
I think the best armor is the Undine Biotech, but that's Lobi. Undine CC armor is pretty good though.
Seriously people, bring something with toxic resist to Bug Hunt. An EV suit if you got nothing else. Except for melee attacks, everything in that mission is toxic damage.
Oh I have tons of toxic resist, in fact it is at roughly 35% nominal with no active buffs but, they still overdo too much damage, even when I have traits running to help cut down on this damage, as well as give me a high HP regeneration rate even while in combat.
None of this keeps them from!
1: Outranging you
2: Inflicting far more damage, than you can mitigate normally unless a Sci/Eng (Cuz Tacs suffer bad when it comes to healing capability) Despite using doff to decrease hypos by 50%, kit mods to help in healing, traits to aid in healing and regeneration rate, plenty of DR.
3: Firing out this goop at a speed of ground weapons, like it's some sort of rifle shot!
Oh I have tons of toxic resist, in fact it is at roughly 50% nominal with no active buffs but, they still overdo too much damage, even when I have traits running to help cut down on this damage, as well as give me a high HP regeneration rate even while in combat.
None of this keeps them from!
1: Outranging you
2: Inflicting far more damage, than you can mitigate normally unless a Sci/Eng (Cuz Tacs suffer bad when it comes to healing capability) Despite using doff to decrease hypos by 50%, kit mods to help in healing, traits to aid in healing and regeneration rate, plenty of DR.
3: Firing out this goop at a speed of ground weapons, like it's some sort of rifle shot!
I run Bug Hunt Elite everyday. As an engineer I very rarely die or even lose my shields. My very good friend and fleet mate plays a tactical, equally geared with rep and traits as I. He, unfortunately, dies often. Even with points in ground threat control, and a house of defense spam such as generators, shield dome and pulse, I cannot keep him alive. Tactical is a lot of fun on the ground, but very squishy.
Tactical is a lot of fun on the ground, but very squishy.
Not necessarily, Tacs have quite a few very useful abilities granting heal, dmgres and damage/"convenience" at the same time. If you combine that with the ability every class has to use two hypos (Amaco) and the CD-Reduction(TI), tacs can be very solid. Especially when they hit so hard, everything dies fast (though engineers are superior here, especially since BHE features spawning enemies, so mines can be layed beforehand), and a dead enemy does zero dmg.
I run Bug Hunt Elite everyday. As an engineer I very rarely die or even lose my shields. My very good friend and fleet mate plays a tactical, equally geared with rep and traits as I. He, unfortunately, dies often. Even with points in ground threat control, and a house of defense spam such as generators, shield dome and pulse, I cannot keep him alive. Tactical is a lot of fun on the ground, but very squishy.
I run BHE as a tactical and rarely die. Don't even need hypos. I suppose it may come down to skill and play style rather than stats.
I run BHE as a tactical and rarely die. Don't even need hypos. I suppose it may come down to skill and play style rather than stats.
It's not his skill, it's his desire to put as much punch into damage as possible. He can easily build and gear a more defensive oriented tactical, he just loves big numbers.
Nevertheless, I don't mind a tactical or two in my groups, even the ones with a Mohawk haircut, shoulder spikes, a bottle of Jack Daniels, and a 3 day hangover.
What's the best weapon against the bugs, I've been using a Mk-XIII Rom split beam with 40% crit and knock back, but it doesn't seem to do much damage against them...?
STO Member since February 2009. I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born! Forever a STO Veteran-Minion
I run BHE as a tactical and rarely die. Don't even need hypos. I suppose it may come down to skill and play style rather than stats.
This isn't so much of an issue leading up to the boss, as it is an issue once fighting the boss, as you cannot escape the ravegers on the ledges, as they all can even hit you where you come in from (spawn point).
While even a sniper rifle cannot hit the furthest one from there, only the closest 2 but, all 3 can hit you before you even get within the 45m range.
What's the best weapon against the bugs, I've been using a Mk-XIII Rom split beam with 60% crit and knock back, but it doesn't seem to do much damage against them...?
I find the shotgun and, the bio-molecular disruptor rifle (rep CC), to be very effective here.
One of their shots (AOE) might be considered thus but, their directed shot still reaches the exact same distance.
This isn't so much of an issue leading up to the boss, as it is an issue once fighting the boss, as you cannot escape the ravegers on the ledges, as they all can even hit you where you come in from (spawn point).
While even a sniper rifle cannot hit the furthest one from there, only the closest 2 but, all 3 can hit you before you even get within the 45m range.
I find the shotgun and, the bio-molecular disruptor rifle (rep CC), to be very effective here.
Thanks, I didn't get the Shotgun but I do have the Bio-molecular Phaser, I'll give it a shot.
STO Member since February 2009. I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born! Forever a STO Veteran-Minion
That explains why I kept dying so much yesterday in a Bug Hunt Advanced I did (with some REALLY terrible pugs).
I kept pulling the aggro, and even when I ran I still got killed. That seems to fit why actually.
Its all about Gear and Toxic/psionic Resists
Ravagers throw the Toxic
Flying bugs use the psionic
use the counter command armor and upgrade it to mk-14
use the Delte alliance shield upgrade it too it has shield drain resistance
use all traits to boost these resistances and the entire team can die and you can tank the map with a engineer with 3 shield hals or a science with health heals......Tacs with melee attacks can do so much damage they dont have to heal as much so my Tac survives too
If you kicking a Ravager in the face he wont spit on you
Leva Oripa@jellico1: [Combat (Self)] Your Lunge deals 4483 (2451) Physical Damage(Critical) to Spawnmother
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Ravagers throw the Toxic
Flying bugs use the psionic
use the counter command armor and upgrade it to mk-14
use the Delte alliance shield upgrade it too it has shield drain resistance
use all traits to boost these resistances and the entire team can die and you can tank the map with a engineer with 3 shield hals or a science with health heals......Tacs with melee attacks can do so much damage they dont have to heal as much so my Tac survives too
If you kicking a Ravager in the face he wont spit on you
Leva Oripa@jellico1: [Combat (Self)] Your Lunge deals 4483 (2451) Physical Damage(Critical) to Spawnmother
Good luck kicking the ones, that sit perched in the boss room, odds are they will make mince meat of you, even sitting at the spawn point they can fire at you.
They respawn nearly instantly if you kill them, and they have super lethal attacks. Which is why they are nothing but a nuisance feature. The entire last room is a major FU and there's no real way to complete it. You die too much, and the NPC can never EVER finish his job because he's swarmed so bad it's insane.
The lame design of the last room is why 100% of all games of BHE just vape the queen and bail.
The boss room is easy, just circle-strafe the boss, stay out of the spit bomb target circles and ignore everything else.
While the AOE's are avoidable, the same enemy also has directed dot goop of the same nature.
This combined with their AOE and, the massive spam of ground enemies makes accomplishing the optional, almost impossible.
While it can be done, as some have said, it just isn't worth the hassle because the extra reward probably isn't worth diddly and, trying to take out those pests up top is futile.
Because guess what, they re-spawn after some time.
Good luck kicking the ones, that sit perched in the boss room, odds are they will make mince meat of you, even sitting at the spawn point they can fire at you.[/QUOT
I avoid them and take out the spawnmother
drop the security escort and shard clones and usually that give me enough time to take the mother out
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
This respawn thing must be something new? Because I've been ignoring the Spawnmother (my teammates always kill her anyway) and focusing on the Ravagers upwards. I usually kill one or two on my own before the boss is down. Then I just take down the other two for fun, but nobody usually stays to help. (This is in Advanced, BTW.)
Their AOE attacks behave more like grenades in the sense that they hit in the same time as grenades after the ground circle appears. In other words, if you mistime your roll, you will get hit. You can either predict it, rolling a little earlier or every 5 or so seconds, or rolling right when the circle appears. Mortars take much longer to hit after the circle appears, so I don't think it's the case with these attacks. If I were to guess, the devs deliberately gave these Ravagers an absurd range just to make the room difficult.
+20 Toxic Damage Resistance Rating
When damaged by Toxic, 10% chance to remove one Toxic effect
Free Ground Trait available from running Surface Tension.
Doesn't help much. I have a joined Trill, that trait, others as well, a suit with toxic resists, and I'm probably well over 40-50 toxic resist rating.
It still drains my health very fast. I'm using my biofilter sweep to clear it, I'm using NHM and another heal of my choice as well, and sometimes I'm swarmed so badly by the TRIBBLE flying and the psionic attacks that I can't move or use my heals when the idiotic toxic damage melts me from "full" to "dead" in a matter of 3 seconds.
Not to mention, you SERIOUSLY shouldn't have to retrait JUST for one mission. ONE trait exclusively required for ONE mission is a TRIBBLE poor example of level design. That's not how this game works.
Doesn't help much. I have a joined Trill, that trait, others as well, a suit with toxic resists, and I'm probably well over 40-50 toxic resist rating.
It still drains my health very fast. I'm using my biofilter sweep to clear it, I'm using NHM and another heal of my choice as well, and sometimes I'm swarmed so badly by the TRIBBLE flying and the psionic attacks that I can't move or use my heals when the idiotic toxic damage melts me from "full" to "dead" in a matter of 3 seconds.
Not to mention, you SERIOUSLY shouldn't have to retrait JUST for one mission. ONE trait exclusively required for ONE mission is a TRIBBLE poor example of level design. That's not how this game works.
From the skills reported you're playing a Sci. I have a Human Engineer that doesn't die outside of the last room only when the toxic bombs are too much. I'd think that as a Sci should be virtually immortal anywhere in that mission.
My toxic resist (final, not magnitude) is 50%. I am not using any Toxic traits, but I am using the Dyson trait that adds 9% to your final DR. It does help. I am also using the Undine CC armor. Lastly, and I think this is the most important thing, is the Shattering Harmonics shield. It has 40% dodge once upgraded to MK XIV. Then, you crouch and hit 90% dodge base, then you get extra 5% for being level 50+ (Primary Specialization Passive) and virtually everything that hits you gets cut by half. If you want extra survivability, get Braced Crouch. That thing is very good, if not a bit too much.
With all the above combined with sci heals, you should be unkillable.
As for the Pestilents... slot Willpower or use an Undine Kit with [Will]x3. I have both and Pestilents are never an issue.
Not to mention, you SERIOUSLY shouldn't have to retrait JUST for one mission. ONE trait exclusively required for ONE mission is a TRIBBLE poor example of level design. That's not how this game works.
Um, that trait was released before Bug Hunt even existed...it's not just for that one mission.
And with all the traits, gearing options, etc, etc, etc - obviously we've got different things that we'll change up depending on what we're running.
Well, and personally I've found it to be a very helpful trait.
Klingon Sci
Undine Biotech Battle Armor Mk XII (VR)
Counter-Command Personal Shield Mk XII (VR)
Delta Expedition Science Kit Mk XI [Medic][Part][CrtX] (VR)
- Subspace Rift (R)
- Endothermic Induction Field Mk XII (VR)
- Neutronic Radiation Mk XII (VR)
- Biofilter Sweep Mk XI (VR)
- Triage Mk XIII (R)
Voth Antiproton Shocktrooper Cannon Mk XII (VR)
Active Reputation Traits
- Medical Nanite Cloud
- Defiance
- Concussive Tachyon Emission
Personal Traits
- Fluidic Antigens
- Ironsides
- Regenerative Tissue
- Vicious
- Creative
- Field Researcher
- Lucky
- Peak Health
- Sure Footed
DOFFs
- VR Geologist (Chance: CD reduction Induction Field/Radiation)
- VR Biochemist (Add DR debuff with Sci Kit debuff)
- VR Counselor (Chance: Willpower buff with Sci Buff or Heal)
- VR Doctor (Chance: Additional Heal with Triage or Tricorder)
- Epic Nurse (Chance: Activate EMH Mk I with hypo)
Was what I was running while running BHE. I don't know squat about Ground. A Grounder would probably /facepalm what I had going on there. But I never had a failed BHE, never died in a BHE...Hell, I rarely saw folks die outside of those that ran off chasing butterflies from the rest of the group. BHE was so brutally easy that I still swear it's bugged compared to other content...hitting that up compared to any of the Advanced/Elite Space queues for APCs was a no-brainer cause it was wham, bam, done. Hell, the first time I ran it - three of us were basically carried by a single Tac/Sci tandem...I had no Ground traits slotted, no Ground DOFFs, and only a mix of Mk VI-X mission gear that I'd picked up along the way. I didn't do Ground - hadn't done a Ground queue for over 2.5 years before that first BHE run...and that was by accident, meh - stupid sector popup thing while zoning.
Like I said, it isn't the mission in general that is giving my Tacs a hard time, it is only those pesty Ravegers that sit perched on top in the queen room.
They are a tad overboard, even with high DR and avoiding their AOE attacks, that seem to be fired out at a rate of about a rifle shot itself, than deal with their directed dots as well.
Just not enough healing capacity for a Tac, no matter how much I pack nor, having a VR doff to reduce hypo CD's by 50%.
Comments
I kept pulling the aggro, and even when I ran I still got killed. That seems to fit why actually.
Yes, it's a bit ridiculous if you ask me, as the dot seems un-clearable and, does quite a bit of damage when being hit by more than 1.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Seriously people, bring something with toxic resist to Bug Hunt. An EV suit if you got nothing else. Except for melee attacks, everything in that mission is toxic damage.
I think the best armor is the Undine Biotech, but that's Lobi. Undine CC armor is pretty good though.
My character Tsin'xing
Oh I have tons of toxic resist, in fact it is at roughly 35% nominal with no active buffs but, they still overdo too much damage, even when I have traits running to help cut down on this damage, as well as give me a high HP regeneration rate even while in combat.
None of this keeps them from!
1: Outranging you
2: Inflicting far more damage, than you can mitigate normally unless a Sci/Eng (Cuz Tacs suffer bad when it comes to healing capability) Despite using doff to decrease hypos by 50%, kit mods to help in healing, traits to aid in healing and regeneration rate, plenty of DR.
3: Firing out this goop at a speed of ground weapons, like it's some sort of rifle shot!
Praetor of the -RTS- Romulan Tal Shiar fleet!
I run Bug Hunt Elite everyday. As an engineer I very rarely die or even lose my shields. My very good friend and fleet mate plays a tactical, equally geared with rep and traits as I. He, unfortunately, dies often. Even with points in ground threat control, and a house of defense spam such as generators, shield dome and pulse, I cannot keep him alive. Tactical is a lot of fun on the ground, but very squishy.
Not necessarily, Tacs have quite a few very useful abilities granting heal, dmgres and damage/"convenience" at the same time. If you combine that with the ability every class has to use two hypos (Amaco) and the CD-Reduction(TI), tacs can be very solid. Especially when they hit so hard, everything dies fast (though engineers are superior here, especially since BHE features spawning enemies, so mines can be layed beforehand), and a dead enemy does zero dmg.
My character Tsin'xing
It's not his skill, it's his desire to put as much punch into damage as possible. He can easily build and gear a more defensive oriented tactical, he just loves big numbers.
Nevertheless, I don't mind a tactical or two in my groups, even the ones with a Mohawk haircut, shoulder spikes, a bottle of Jack Daniels, and a 3 day hangover.
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
One of their shots (AOE) might be considered thus but, their directed shot still reaches the exact same distance.
This isn't so much of an issue leading up to the boss, as it is an issue once fighting the boss, as you cannot escape the ravegers on the ledges, as they all can even hit you where you come in from (spawn point).
While even a sniper rifle cannot hit the furthest one from there, only the closest 2 but, all 3 can hit you before you even get within the 45m range.
I find the shotgun and, the bio-molecular disruptor rifle (rep CC), to be very effective here.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Thanks, I didn't get the Shotgun but I do have the Bio-molecular Phaser, I'll give it a shot.
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
Make heavy use of the secondary fire for, groups of bugs that are gathered together.
The incubation effect works wonders for this, as does for the Borg!
Praetor of the -RTS- Romulan Tal Shiar fleet!
Its all about Gear and Toxic/psionic Resists
Ravagers throw the Toxic
Flying bugs use the psionic
use the counter command armor and upgrade it to mk-14
use the Delte alliance shield upgrade it too it has shield drain resistance
use all traits to boost these resistances and the entire team can die and you can tank the map with a engineer with 3 shield hals or a science with health heals......Tacs with melee attacks can do so much damage they dont have to heal as much so my Tac survives too
If you kicking a Ravager in the face he wont spit on you
Leva Oripa@jellico1: [Combat (Self)] Your Lunge deals 4483 (2451) Physical Damage(Critical) to Spawnmother
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Good luck kicking the ones, that sit perched in the boss room, odds are they will make mince meat of you, even sitting at the spawn point they can fire at you.
Praetor of the -RTS- Romulan Tal Shiar fleet!
The lame design of the last room is why 100% of all games of BHE just vape the queen and bail.
While the AOE's are avoidable, the same enemy also has directed dot goop of the same nature.
This combined with their AOE and, the massive spam of ground enemies makes accomplishing the optional, almost impossible.
While it can be done, as some have said, it just isn't worth the hassle because the extra reward probably isn't worth diddly and, trying to take out those pests up top is futile.
Because guess what, they re-spawn after some time.
Praetor of the -RTS- Romulan Tal Shiar fleet!
And it doesn't make any sense anyway. There's no reason the NPC couldn't put down bombs after we kill the boss.
So nobody cares.
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Their AOE attacks behave more like grenades in the sense that they hit in the same time as grenades after the ground circle appears. In other words, if you mistime your roll, you will get hit. You can either predict it, rolling a little earlier or every 5 or so seconds, or rolling right when the circle appears. Mortars take much longer to hit after the circle appears, so I don't think it's the case with these attacks. If I were to guess, the devs deliberately gave these Ravagers an absurd range just to make the room difficult.
STO Screenshot Archive
+20 Toxic Damage Resistance Rating
When damaged by Toxic, 10% chance to remove one Toxic effect
Free Ground Trait available from running Surface Tension.
Doesn't help much. I have a joined Trill, that trait, others as well, a suit with toxic resists, and I'm probably well over 40-50 toxic resist rating.
It still drains my health very fast. I'm using my biofilter sweep to clear it, I'm using NHM and another heal of my choice as well, and sometimes I'm swarmed so badly by the TRIBBLE flying and the psionic attacks that I can't move or use my heals when the idiotic toxic damage melts me from "full" to "dead" in a matter of 3 seconds.
Not to mention, you SERIOUSLY shouldn't have to retrait JUST for one mission. ONE trait exclusively required for ONE mission is a TRIBBLE poor example of level design. That's not how this game works.
From the skills reported you're playing a Sci. I have a Human Engineer that doesn't die outside of the last room only when the toxic bombs are too much. I'd think that as a Sci should be virtually immortal anywhere in that mission.
My toxic resist (final, not magnitude) is 50%. I am not using any Toxic traits, but I am using the Dyson trait that adds 9% to your final DR. It does help. I am also using the Undine CC armor. Lastly, and I think this is the most important thing, is the Shattering Harmonics shield. It has 40% dodge once upgraded to MK XIV. Then, you crouch and hit 90% dodge base, then you get extra 5% for being level 50+ (Primary Specialization Passive) and virtually everything that hits you gets cut by half. If you want extra survivability, get Braced Crouch. That thing is very good, if not a bit too much.
With all the above combined with sci heals, you should be unkillable.
As for the Pestilents... slot Willpower or use an Undine Kit with [Will]x3. I have both and Pestilents are never an issue.
STO Screenshot Archive
Um, that trait was released before Bug Hunt even existed...it's not just for that one mission.
And with all the traits, gearing options, etc, etc, etc - obviously we've got different things that we'll change up depending on what we're running.
Well, and personally I've found it to be a very helpful trait.
Klingon Sci
Undine Biotech Battle Armor Mk XII (VR)
Counter-Command Personal Shield Mk XII (VR)
Delta Expedition Science Kit Mk XI [Medic][Part][CrtX] (VR)
- Subspace Rift (R)
- Endothermic Induction Field Mk XII (VR)
- Neutronic Radiation Mk XII (VR)
- Biofilter Sweep Mk XI (VR)
- Triage Mk XIII (R)
Voth Antiproton Shocktrooper Cannon Mk XII (VR)
Ground Reputation Traits
- Reactive Healing Accelerator
- Omega Weapon Proficiency
- Lethality
- Deadly Aim
Active Reputation Traits
- Medical Nanite Cloud
- Defiance
- Concussive Tachyon Emission
Personal Traits
- Fluidic Antigens
- Ironsides
- Regenerative Tissue
- Vicious
- Creative
- Field Researcher
- Lucky
- Peak Health
- Sure Footed
DOFFs
- VR Geologist (Chance: CD reduction Induction Field/Radiation)
- VR Biochemist (Add DR debuff with Sci Kit debuff)
- VR Counselor (Chance: Willpower buff with Sci Buff or Heal)
- VR Doctor (Chance: Additional Heal with Triage or Tricorder)
- Epic Nurse (Chance: Activate EMH Mk I with hypo)
Skills
- Medic 3
- Weapon Proficiency 6
- PS Generator 6
- Scientist 3
- Probability Logistics 3
- Willpower 3
- Combat Armor 3
- Particle Physics 6
Was what I was running while running BHE. I don't know squat about Ground. A Grounder would probably /facepalm what I had going on there. But I never had a failed BHE, never died in a BHE...Hell, I rarely saw folks die outside of those that ran off chasing butterflies from the rest of the group. BHE was so brutally easy that I still swear it's bugged compared to other content...hitting that up compared to any of the Advanced/Elite Space queues for APCs was a no-brainer cause it was wham, bam, done. Hell, the first time I ran it - three of us were basically carried by a single Tac/Sci tandem...I had no Ground traits slotted, no Ground DOFFs, and only a mix of Mk VI-X mission gear that I'd picked up along the way. I didn't do Ground - hadn't done a Ground queue for over 2.5 years before that first BHE run...and that was by accident, meh - stupid sector popup thing while zoning.
They are a tad overboard, even with high DR and avoiding their AOE attacks, that seem to be fired out at a rate of about a rifle shot itself, than deal with their directed dots as well.
Just not enough healing capacity for a Tac, no matter how much I pack nor, having a VR doff to reduce hypo CD's by 50%.
Praetor of the -RTS- Romulan Tal Shiar fleet!