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Space Combat at level 60

sentinel64sentinel64 Member Posts: 901 Arc User
WHAT HAPPENED TO BALANCE?

I know... it could just be me.... I took one of those new hyped tier 6 ships into the second mission for the new Romulan Mystery story arc. I got into the fight with a Mogai that generates after the Borg sphere is destroyed and it felt like I was fighting a D'deridex. I was losing shield and hull with every shot from the Mogai, while I was just trying to take down one shield face. The ship is well equipped and I played this mission before with my level 50 Fed Sci in an Atrox, which had no problems in this mission.

So, is level 60 a new paradigm for space combat in which all ships now hit well above their type and our weapons are just struggling?

Just wanting to know if balance has been thrown out the window. :eek:

Here's the Ship

P.S. I was able to get the Mogai after revive, but I had to use the technique I usually use against a D'deridex, and I was holding back my Pirate Ships just to test out the crate... Just have to learn how to use these tier 6 magic ships....
Post edited by Unknown User on

Comments

  • sfc#5932 sfc Member Posts: 992 Bug Hunter
    edited February 2015
    That's supposed to be a level 30 mission.. it's about as hard as the revamped Klingon War arc.

    Play it on Elite and have fun.
  • sentinel64sentinel64 Member Posts: 901 Arc User
    edited February 2015
    All I know is that I was doing better in my FT5U Prometheus against Vaadwaur than this T6 is doing in an unranked mission. :P
  • bobtheskull99bobtheskull99 Member Posts: 706 Arc User
    edited February 2015
    i didn't have any problems with the revamped rom missions, although I did think the mogais seemed tougher than the d'rexs for some reason
  • oneratsonerats Member Posts: 0 Arc User
    edited February 2015
    If you're playing normal - a truly well set up ship will vape almost anything in a single volley, two at most.

    Advanced will take a bit longer but still shouldn't prove any challenge. Expect enemies to take several times longer to kill (in other words, almost instantly instead if just plain instantly) and shouldn't really trouble your defenses overmuch. The only exception is large groups of STF enemies, which are tuned for groups rather than solo play. Those can be dangerous if you're not keeping your defenses up.

    On elite, expect long slugfests as enemies take a good while to take out. A ship pulling 30 or higher will still do it fairly quickly, but it feels far slower when you're used to instantly popping whole fleets. Defensively speaking, a single "regular" ship (ie, not a boss type dreadnought) should never pose any threat at all. A group of six or more may become somewhat dangerous for the less sturdy setups, especially if playing an STF tuned for group play.

    In other words, if a single ship is giving you any trouble at all.. you're probably not geared and/or setup quite as well as you think.
  • theredcomettheredcomet Member Posts: 0 Arc User
    edited February 2015
    Just looking at some of the icons on your gear - mixed cannons/beams/torps , 3 seperate dmg consoles , etc.
    It kinda doesn't work unfortunately.
  • rsoblivionrsoblivion Member Posts: 809 Arc User
    edited February 2015
    Your ship has too many skittles :D

    First off stick to either beams or cannons, not both. Torps drop damage a lot due to their timers and removal of a DBB or Beam Array from the weapon slots.

    For the Tac slots use all of the same type (in your case Phaser) as the bonus is large. For the Science ones, on an Eng heavy ship put your clicky consoles there like fluidic cocoon and the Eclipses console. In the Eng section grab one of the VR Conductive RCS Accelerators (around 400K EC on exchange) and put some Neutronium Armour in there to assist with survivability.

    If you have access to some cash and fleet supplies, then a set of 3 +Pha or +Beam Spire Locator Consoles, with 2 Embassy Weapon Signature Nullifier +Pla -Th consoles would be ideal.

    BoFF setup is pretty important as well as setting power levels to W-100 S-15 E-15 A-70. Maximum amount of damage from your beams and aux abilities this way.
    Chris Robert's on SC:
    "You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
  • czertik123czertik123 Member Posts: 1,122 Arc User
    edited February 2015
    problem is that if you do any under lvl 50 mission when you are under lvl 50 - evrhing is ok, but once you as lvl 50 - and especialy lvl 60 - doing any mission which is designed for lower lvl, you are basicaly fu*ed up.
    why ? because all there enemies now have inslanely big hp/regen rate - designed for pugs where multiple players focus on one ship.
    iuf you are soloing - well realy realy big luck and if oyu dont have potonic fllet/nimbus pirates to help yu - well, you will heve REALY hard time ahed of you.
    even in pimped out ships.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited February 2015
    Just from the shot of the gear we can see many things wrong with the fundamentals.
    You also haven't shown the most important bit, your build - the bridge officer abilities.

    Having all Epic Mk XIV won't do you any good if your build has no relation to your gear, avoids the fundamentals, and is entirely full of nigh-useless novelty powers.
    czertik123 wrote: »
    iuf you are soloing - well realy realy big luck and if oyu dont have potonic fllet/nimbus pirates to help yu - well, you will heve REALY hard time ahed of you.
    even in pimped out ships.

    Uh, no.

    If this is your perspective on Normal, then there's something fundamentally wrong with how you're setting up your ships.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited February 2015
    ...

    t6 is a letter and a number. There is no magic.

    T6 INTEL skills are very strong and can make an already powerful build much stronger. That is the only magic in t6... command seems weakish (damage wise), so what you are looking for is to simply put an intel CMDR with 2 copies of surgical strikes in your build and cut loose with that. Combine it with the lower ranked intel skill over-ride safeties. Between the two, NPC enemy should not give you any trouble at all... normal mode DD's at level 60 take literally 1 firing cycle for me to kill in my intel ship -- and my stuff is at best average (apart from the ship). I don't have plamsa dope and my active officers are blue quality, I dont have my stuff optimized for mashing 1 key and cycling buffs/debuffs, and a bunch of other stuff I could do but haven't because I have more fun messing around with alts than tweaking one to the max.

    Surgical strikes will LET you do a beam/cannon build. It may not be the best, but you can make a go of it. But mixing damage types and consoles still does not work too good.

    All the basic stuff would be useful...
    power to weapons
    pattern beta
    at least 1 copy of fire at will
    pattern alpha, if tactical

    stack those with the intel stuff and if your enemy does not die, something is very odd... post up your build for better / detailed advice.
  • czertik123czertik123 Member Posts: 1,122 Arc User
    edited February 2015
    darkjeff wrote: »
    Just from the shot of the gear we can see many things wrong with the fundamentals.
    You also haven't shown the most important bit, your build - the bridge officer abilities.

    Having all Epic Mk XIV won't do you any good if your build has no relation to your gear, avoids the fundamentals, and is entirely full of nigh-useless novelty powers.



    Uh, no.

    If this is your perspective on Normal, then there's something fundamentally wrong with how you're setting up your ships.

    uh, YES.
    main probblem is with that - on normal, with all these fail/raimbow/gaypride setups every mission on NORMAL was be able to be finished in reasonable time, while time difference between optimized and fail setup was say - completeing it in 3 mins vs 20min, after dr it is 5 mins vs hmmm. can you endure some hours ?

    and why this ? because of fgroup of playrs with apochiach " go pro or go home" ruined it for every other.
  • gonaliusgonalius Member Posts: 893 Arc User
    edited February 2015
    Bring in diminishing returns on damage, that's all I say, then we can go back to having opponents who have reasonable hull strength.

    ... That and the screams of rage on the forums would be Hilarious!
  • bobtheskull99bobtheskull99 Member Posts: 706 Arc User
    edited February 2015
    gonalius wrote: »
    Bring in diminishing returns on damage, that's all I say, then we can go back to having opponents who have reasonable hull strength.

    ... That and the screams of rage on the forums would be Hilarious!

    lol, this^^.....I always find it hysterical that the same ppl who complain about power creep are often the same ppl who complain about "massive player nerfs"
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    edited February 2015
    lol, this^^.....I always find it hysterical that the same ppl who complain about power creep are often the same ppl who complain about "massive player nerfs"

    Power creep brings the noobs slightly closer to the rarefied air that the elite like them breathe.

    Nerfs brings them down closer to those dirty smelly noobs. Until the new version of doping is revealed to them.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • edited February 2015
    This content has been removed.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited February 2015
    wardcalis wrote: »
    Your in freekin mk11 gear. Not gonna call you names but several not so nice ones come to mind. Upgrade that TRIBBLE

    TRIBBLE that. Now obviously the OP needs to work on his own ability some, but Roms smack a lot of newbies around their first time through that arc given what the game has taught them to do up till that point, and overleveled to 60 the NPCs are certainly gonna be silly bags of HP, but throwing money at the problem isn't gonna fix anything. A tidied up build and probably better tactics will handle that stuff just fine at Mk11, even if it is going to be tediously long, but upgrades should be last resort not first instinct.
  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited February 2015
    Yeah, looking at your build, it appears you were trying something fun. That's not what STO is about post DR.

    You will need one of the cookie-cutter DPS builds.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited February 2015
    The first thing I would do is to simply change all your tactical consoles to Phaser Relays. Get rid of the Directed Energy Distribution Manifold because the damage increase is less than Phaser Relays. Also get rid of the Zero Point Quantum Chamber because your quantum torpedoes are more likely to hit shields rather than bare hull; shields absorbs the majority of kinetic damage.

    I would also get rid of the forward DHC and replace it with Dual Phaser Beam Bank. It does not do as much damage as DHC, but it does more damage than Phaser Beam Arrays and also has a decent firing arc. Additionally, DBB will make use of any beam abilities. As for the rear Phaser Turret, I would get rid of it and replace it with the Kinetic Cutting Beam since you already have access to Omega Rep gear; it fire 360 degrees.

    If you have any Boff abilities for cannons, you can now get rid of 'em and get something else. I generally like the lieutenant ability Attack Pattern Beta.
  • datacookdatacook Member Posts: 0 Arc User
    edited February 2015
    Fit your build to your ship, or your ship to your build.

    Your running low end level 50 gear at level 60. The gear difference between mk XI and mk XIV is quite large. Across 8 guns you're looking several thousand DPS.

    That thing has low turn rate, cannons don't work too well on it. If you want to use those, you need something with a bit of zip.

    It also has very limited tac seating, so you can't run multiple weapon types all that well. Run beams or beams and torps. Beams+torps will be less effective in the long run (turn rate is an issue, lack of tac slots and doff slots amongst other things) but it can be done. If you want a torp centered derp build, this isn't the ship for it.

    If you want a derp build that you can do with this ship, you can run all turrets. This is really not a good idea and is the game equivalent to tying your hands behind your back for giggles but it can be done.

    The borg shield is not a particularly tough shield. Things can cut through it very easily.

    What do your bridge officer stations looks like?

    Also Mogai's are nasty. They tend to pick up APA, Tac team decent shield regen, Rapid fire and cannons to use it with. That one warps in facing you. If you can't tank it, bug out till it's APA expires. If you can't do enough damage you'll have trouble getting through it's shields (because tac team)
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited February 2015
    Mk XIV gear is not really necessary at level 60 for normal difficulty. Very Rare Mk XII will do fine. Lower end gear is fine as long as you know what you are doing as well.

    My max level Fed Engineer is flying a Guardian cruiser with the Mk XI Retro Phasers from "What's Old Is New" and uncommon Phaser Relay Mk XII that I pulled from an old ship. This is a "fun" build while I am talking my time to craft my own ultra rare Mk XIV gear. I can play any of the story missions with this ship as well as normal queued missions.
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