I was playing this game back through the dyson sphere episodes when they came out. Have a federation, romulan and Klingon character. Had them all mostly maxed out and a maxed ship, except for crafting. Once I completed all the episodes I stopped playing. Recently I checked in and noticed that there were 2 new seasons out. Delta quadrant and the Iconian war so I started playing again. I'm finding that most of these missions are darn near impossible. I have to respawn multiple times just to beat a single enemy on many of them. The most aggravating ones are those that by the time you respawn and get back to the enemy, the enemy is back to 100%. Have they made the game that much harder or am I missing something. Almost ready to say "heck with it"
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The enemies aren't really that hard. The problem is, that the game, for the first 50 levels, lets you basically just sit there and spam the spacebar, while DR actually requires you to move around, and try to keep a shield with power facing the enemy.
Once you get a hold on that method, you will find the game alot easier.
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I would also check your difficulty setting. I had the same problem as you, then found out that the game had set my difficulty up to Elite from Normal. Once I set it back to normal, I didn't have those troubles any more. I now have things set to advanced...
You can check the difficulty at the Mission>Progress Tab. At the bottom of the page it will state what difficulty you are at and it is also where you change it.
KDF: Dahar Master Kan (Borg Klingon Tactical)::Dahar Master Torc (Alien Science)::Dahar Master Sisteric (Gorn Engineer)
RR-Fed: Citizen Sirroc (Romulan Science)::Fleet Admiral Grell (Alien Engineer)
RR-KDF: Fleet Admiral Zemo (Reman Tactical)::Fleet Admiral Xinatek (Reman Science)::Fleet Admiral Bel (Alien Engineer)
TOS-Fed: Fleet Admiral Katem (Andorian Tactical)::Lieutenant Commander Straad (Vulcan Engineer)
Dom-Fed: Dan'Tar (Jem'Hadar Science)
Dom-KDF: Kamtana'Solan (Jem'Hadar Science)
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indeed, the new terrans, the heralds have some dangerous weapons for the hull, and even if your shield is at 100%
After you use five points you get access to the Tier 2 ability "Rock and Roll." What that does is make your ship do a barrel roll during which time you're completely immune to all damage. You'll always want to make sure Evasive maneouvers, brace for impact and rock and roll are on your skills menu.
You'll quickly learn when the Vaudwaar are about to to spam their cluster torpedo effect at you, and learn to hit one of those three abilities when you see it happen.
Other than that, yeah what the others have said. Delta Rising plus forces players to adapt an evasive strategy. If you're a tac who flies escorts I might point you in the direction of the Pilot ships. They're practically designed for speed and evasion.
THE NERVE!
Hmph!
Also remember that if all else fails and you're left with no other choice to try to evade but to fly at normal (unassisted) speed, there are some times when flying right AT the enemy may be your best move as opposed to trying to bank or run away. This is not always true but it can sometimes work. Reason being that sometimes the AOE cone narrows as you get closer to the ship that is firing. Running right at the Elachi, for example, often works for me when I have nothing else good to get away from the cone of death. You'll have to get a feel for when this is and is not the case.
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With delta rising I simply adjusted my play, swapped a couple boff powers for others. It didn't even require any major rebuild.
Adjust your tactics, refine your battle strategies, and you'll probably be fine.
--Red Annorax
But the game design has changed also. You will often fight more enemies than you used to at the lower tiers, for example. Often you will have NPC ships fighting along your side, but since you're likely to be the prime damage dealer, all those enemies will focus on you.
And then, the enemies also will have some more tricks at their disposal. Vaadwaur particular are interesting to fight, with ships that move more aggressively than ever before, and some nice (and well telegraphed) special abilites. If you can kill them fight, of course, it doesn't really matter. But if you can't, you'll see all their tricks, and will be hurt by it.
Yep there is a huge difference between mk XII and mk XIV
So make sure you move, check your power levels and shield facing, check your captain skills and traits in case you forgot to assign them, and make sure your boff powers are correct and not just pure pew pew, if you have trouble fighting vaadwaur specifically then buy very rare Mk XII Parametallic Hull Plating from the exchange, they are cheap and give resistance to polaron weapons.
[ Still Waiting for a Shiny New T6 Romulan Science Ship to Command ]
Like to think when i finally bother to do it as a science i will do consistantly well