Okay, I've had this problem since Launch, but never this bad. Today it was so bad that I decided it was time to complain and request that something be done about it ASAP!!!
The Romulan Centurion Medics.
These Little *******s are a major pain in the TRIBBLE. Now that is not entirely true when there is only one of them in a battle group. At those times they are slightly annoying, but manageable. However, when there are two of them, the battle group gets ridiculous!!! I mean REALLY RIDICULOUS!!!
I've learned before to target them first, so today I came across one of them and had my entire Away team lay down fire and brimstone upon it. After a good four minutes the ******* finally went down. Why did it take so long to take down ONE GUY!?! Well that's because not only can he heal but he can recharge his personal shields too!!!
But again, just one is only slightly annoying. However, in this particular group (and this happens 9 out of 10 times) there were two. And this is how it went... Fire Upon Medic One and after a few minutes of him Re-Healing and Re-Charging his Personal Shields we finally take him down. Enter Medic Two. Medic Two immediately resurrects Medic One. (Note: He cannot be stopped from doing this) And then Medic One immediately Heals himself and then Re-Charges his Personal Shield. All in a matter of seconds. And when he's done he's at Full Health and Shields again.
I began to get very annoyed and I have usually gotten annoyed when this happened before too, but this time it was just too much. So I decided to take my stopwatch and time this engagement. It lasted 18 Minutes and 23 Seconds. Here's what my watch reads; 18:23:48. And how many did I actually take down? ZERO!!! And the entire 18 Minutes was spent with this one medic targeted. Oh, and by the way, I didn't win after 18 minutes. I quit.
(Note: Ranting)
I've had enough of this TRIBBLE. Frankly, I love STO and think that you guys are doing a great job. I'm particularly fond of Season 2, but this feature has got to go! I mean NOW!!! Now, I know you want to make it fair (If Players can do it then the AI can) But this is ridiculous. I should not be spending over five minutes on a small squad when I have five to take down to complete the mission.
(Note: Demands/Request)
PLEASE limit one Centurion Medic per Squad. Two is one too many. Any combo that makes a skirmish a stalemate does not make the game fun it makes it stupid and pointless. SO PLEASE MAKE THIS CHANGE!!! It is important to keep in mind that I will not be quitting over this, as I can always skip Romulan Missions not related to the story, but should I really have to?
This has happend to me also, and after 30mins I finally beat the squad of romulans and there pesky medics, but I was very very very close to quiting and throwing my keyboard and mouse in a fit of rage!!!
Where is this encounter? I don't ever recall any tough Romulan groups except for the ones with the Reman Captain that clones himself. Are alll your BOs equipped with single target Expose weapons (they have the fastest cooldown timer)? Are you equipping kits that have expose and/or hold abilities? EDIT: IF you didn't get my implied point, You want to vaporize the medics.
BTW: get Bat'leth (sp). They ignore shields. I send my team to one medic to keep it occupied while I ouch the other one away from the group while beating it to death with the Sword of Kahless. Then I go back and finish off the other one.
I think in several of the Romulan missions I had intermittent problem with this. I don't recall if I ran into it much in exploration. I certainly know it was a pain playing on Elite. Usually I ended up having to take out one of the medics myself while assigning my BOff's to target any other on the board, occasionally switching fire over to take out who they resurrected. Frankly I would prefer them resurrecting people with no hps so I can drop them again with bleedthrough damage than healing themselves.
Yeah, I had expose weapons, but for some reason these guys just weren't being exposed. And I did eventually have my BOs try and keep the other one busy, but he just did the same thing to them. All in all, it's just a broken tactic.
PS: I get ya on that fit of rage thing. I was actually picturing myself throwing my monitor across the room.
Yeah, I had expose weapons, but for some reason these guys just weren't being exposed. And I did eventually have my BOs try and keep the other one busy, but he just did the same thing to them. All in all, it's just a broken tactic.
PS: I get ya on that fit of rage thing. I was actually picturing myself throwing my monitor across the room.
There's only a 10% chance to expose on an expose attack. Thus, equip single target expose weapons (I think those are exclusively the stun pistols) and have all of your BOs target one medic at a time. You should, statistically, get exposes at a faster rate. Also, equip yourself with 2 exploit weapons in case you get lucky and have multiple exposes in rapid succession.
This has happend to me also, and after 30mins I finally beat the squad of romulans and there pesky medics, but I was very very very close to quiting and throwing my keyboard and mouse in a fit of rage!!!
Signed/
I find this not only to Romulan squads but Medics general. Not sure, if is supposed to be as intended.
I had very much the same problem fighting a Romulan Medic alone in the mission "Bringing down the house". This was a part of the mission where I had to beam down by myself and fight.
It was just me and the one medic. I fought for twenty minutes straight without avail and finally just disconnected in frustration. The medic was able to heal himself when knocked prone, when stunned from hand-to-hand...always. I couldn't do enough damage so that an expose followed by an exploit would vaporize him.
It started out challenging...then got merely frustrating and crazy-making.
Also, make good use of your kits and Captain powers. In the new Borg mission, My Boffs and I do slow damage against Borg, but I found Support and Seeker Drones seem to rip through Borg like a hot knife through butter (and that's without any Skill Points in Ground).
When it goes off. There are times when I can't hit an expose to save my life, which sometimes it might. Usually what happens is my exploit power is in cooldown when they do expose and they shake it off before cooldown is gone. All it means for me is that a fight takes much longer than I would like, but they haven't been impossible.
I exposed and then exploited nearly a dozen times. But it only took the medic down to 25% health - and it then immediately healed itself to full before I could fire another shot.
I exposed and then exploited nearly a dozen times. But it only took the medic down to 25% health - and it then immediately healed itself to full before I could fire another shot.
You should never try to exploit while shields are up. If they're exposed, hammer on the shields with a few normal attacks to get the shields gone or mostly gone, then Exploit.
Do you have:
Current/max rank weapons for you and all your away team?
At least rank 5 in all of your relevent captain ground skills?
At least rank 7 in all of your away team ground skills?
Its easy to forget to keep all the ground assets up to date, especially as you are just transitioning into a new rank band when the Romulans start showing up. Leveling up the new ship stuff seems so enchanting at that stage, but you need to keep an eye on both.
Incidentally, my experience is when I run into a group that's being pesky there is a Romulan engineer around recharging shields, NOT the medic recharging there own. I find personally scattering 2-3 shots at other members of the group so the medic wastes heals on them while my whole bridge crew is burning down the medic can be helpful. Grenades and phaser turrets are great for spreading 'round a few minor, distracting injuries.
You may just need to bring more tactical officers on your Romulan away missions to burn througg their regen. I run 1 tac, 3 engineers (including my capatain) and a Sci officer, but ALL my engineers drop phaser turrets, so DPS races usually go my way.
I think those guys make things interesting, and your probably doing it wrong.
I play all my missions on Elite, and while its true that when you get 2 medics its a pain, its even a bigger pain when you get 2 medics and 2 eng in a group.
But you just need to setup your team and use your abilities correctly, along with looking at your enemies and giving it a bit of thought in to your killing.
The only battle i gave up on, was on elite status when i accidentally pulled 2 groups so I had 4 medics and 2 engineers to fight. THAT proved to be simply impossible, but I did take on 4 medics on normal.
Anyways I find they provide moderate challenge if you keep your equipment up to date and you have your ground abilities trained and your officers well equipped.
But you just need to setup your team and use your abilities correctly, along with looking at your enemies and giving it a bit of thought in to your killing.
Then enlighten us on how to set up a proper away team. I have my iPad ready to take notes.
My prefered configuration is all bridge officers loaded with expose weapons, typically cones or cylinders without knockback, and myself with 2 sniper riffles (so I can swap to a fresh one and fire a second exploit shot quickly while the first cools down).
As I mentioned, medics can be distracted by putting some trivial damage into their buddies, while you're bridge crew pounds them and you wait for a exploit opportunity from 4 different attackers.
You may also find enegy cell/damage boost consumables in your toolbar helpful if you get double medics. Surge DPS is a great answer to self heals.
My experience is that while 2 medic/1 engineer spawns are not as trivial as most ground encounters, they're not exactly hard. That's with two play throughs, one Tac captain, 1 engineer captain.
You should never try to exploit while shields are up. If they're exposed, hammer on the shields with a few normal attacks to get the shields gone or mostly gone, then Exploit.
The medic had no shields at all. Just full hit points. I expose, then exploit, which takes him down to about 10%-25% HP. He then heals himself completely before I can get another shot off. It's quite frustrating.
I have no other BOs with me because this is a solo mission.
Maybe I need to spend tons of money on something better than an uncommon weapon. But that's seems a long shot.
i think they are crazy imba too, people stop having to think of this as only a top lvl problem, u know there some of us that enjoy the leveling procces more then being top lvl.
these get crazy bad espec on things like the big dig fleet action, you can end up if people are runnin all over the place with an indestructable group of npcs against you, he only way to counter them is with holds, pure luck of crit shots when there exposed and using aoe weps like double guns with an aoe hit so the medics have to contend with healing the others around them and give u the chance to nuke them before they get up, where it really gets stupid is when there are 2 medics and an engineer with them, when that happens they get sheilds that never go down and even with stuff like plasma nades they always get healed to max an u need a major overpower of more people then npcs to even make a scratch.
Then enlighten us on how to set up a proper away team. I have my iPad ready to take notes.
There is no "proper" way to set it up, it all depend on what you are fighting. Just make sure your away team has their ground skills maxed and they are equipped with current weapons for your level.
There are several different ways of doing this and people have already described them, ill describe some of the stuff I do.
If a small group of enemies, ill tell my team to focus on the medic but i wont fire a single shot. While they are beeting on the medic im free to move without the attention of the said medic. I position myself directly behind him, expose.....snipe and usually they will be dead by this point.
Use knockback attack on the second medic as soon as possible and get his health down quickly so that instead of resurrecting his fallen buddy he is spending time trying to heal.
Usually medics dont have time to heal more then once, and my away team is equipped with 2 sniper rifles (3if you count me) which seems to be the best single target burst dps out there.
Also there have been a few times where medics were not my first target, it all depends.
The medic had no shields at all. Just full hit points. I expose, then exploit, which takes him down to about 10%-25% HP. He then heals himself completely before I can get another shot off. It's quite frustrating.
I have no other BOs with me because this is a solo mission.
Maybe I need to spend tons of money on something better than an uncommon weapon. But that's seems a long shot.
ON a typical Romulan Medic Exploit, how much HP does it have before you exploit? Would damaging him in the exposed state (which almost always means the exposed target is disabled as well) before you exploit do enough damage to make the exploit vaporize your target?
When it goes off. There are times when I can't hit an expose to save my life, which sometimes it might. Usually what happens is my exploit power is in cooldown when they do expose and they shake it off before cooldown is gone. All it means for me is that a fight takes much longer than I would like, but they haven't been impossible.
I carry 2 exploit weapons, a Split Beam and Sniper Riffle. All my BOs carry an Expose Weapon. In addition, I skill my Science BOs with Gravimetric Shift and Tricorder Scan, my Engineering BOs with Weapon Malfunction and Fuse Armor, and my Tactical BOs with Focus Fire, Target Optics, and Fire on My Mark.
Someone is almost always Exposed and at times, every target on the screen is Exposed. Even enemies resistant to Expose attacks don't have much of a chance when I have everyone attack the same target. Exposed or not, they don't last very long with all their damage resistance removed. And an Expose coupled with all their damage resistance removed means they won't survive a one-shot Exploit attack.
I'm an RA5, so I have developed my own way of attacking these challenges.
But since we have newbs in here from time to time, could you explain in a little more detail the attack pattern you use? Which Weapons? Which skills?
For my part: I take down two Tac, one Eng, and one Sci BOff. They have random Mk X weapons. I carry a split-beam antiproton rifle and a bat'leth. I use whatever default skills come with the BOffs. (I know, I really put a lot of time toward this game) But I always make sure one of them has plasma grenades. They do group damage which keeps the medics occupied healing the rest of their party.
When I come upone a group with a medic, I tell my BOffs to target the Medic. I hold off on my split-beam shot until either the "vaporize" logo lights up or until the shields drop. When I come across two medics, I have my BOffs focus on one while I focus on the other. Using my bat'leth I move the other medic away from the group and beat it to death. I then return to finish off the other medic.
Actually Romulans and Mirror Feds are kind of easier then Remans or some of the minor species I've encounters on random exploration missions.
I'm currently at Rear Admiral (Eng) level and play on the setting of advanced difficulty. Romulans and Mirror Feds are fairly easy to handle because they tend to stick with ranged fire exchanges, of which makes combating them fairly sane. Reman are harder because their officers tend to carpet bomb with plasma grenades. While one of the minor alien species, I forget the name of their species but they're orange, looks like humanoid bugs and uses typical naval ranks in their teams. They're tougher because they tend to charge with dual pistols and love to focus fire on their charges; in larger chaotic battles my away team will usually get a couple of unconscious members in the first few seconds, oh and they like to spam photon grenades as well.
Anways, back on topic, I usually deal with medics and engineers with the sniping tactic presented by the other prior posters. There's a second tactic as well. My prime away team composition uses two engineers (three counting myself), one tactical grenadier, and one combat medic. The engineers are skilled at shield regen 1, turret 1 and turret 2; tactical skills are set at photon grenade 1, surpression fire, and optical; combat medic skills are set at med tri 1, grav 1, and tri scan.
Combat - On encountering an enemy cluster, I look for a clean point of attack that won't draw in two groups, and set up three or more turrets. I lock my team askew to the turret cluster, this is to avoid getting everything wiped out by grenade spam. If you have time drop support turrets behind the team, but if you're up against non-chargers then your guys should be okay. Target the nearest enemy and give the team the green light to fire. This draws enemy tacticals and officers over to the team, medics and engineers usually hang back. If things go right the fighters will be separated from the medics/engineers, if not that's okay too because fire will focus on your team. I then charge and start knocking medics around with my Bat'leth (bleed damage is good here), because enemy fire is focused on the team I won't get cut down with focused flank shots, still use common sense and maneuver yourself so that you don't temp fate. Unlock your team while you're knocking the medic around and call for focus fire on him. The medic will go down very quickly this way. Meanwhile, concentrated fire from three or more turrets will cut down regular romulan guards fairly quickly, so your team won't be wiped out by flanking fire. Also if your combat medic does her job well most of the enemy tacticals will be rooted (remember you have pause button if you need to direct), if they turn around to engage your team, your turrets will get flank shots. Finally while you're in hand to hand combat with the medic, the enemy medic will naturally turn to face you, that means you should be facing your team so the enemy medic's back is to your team.
This tactic worked well for me against medics and engineers, if it doesn't work for you then well... I guess we just have really different play-styles.
Comments
This has happend to me also, and after 30mins I finally beat the squad of romulans and there pesky medics, but I was very very very close to quiting and throwing my keyboard and mouse in a fit of rage!!!
Signed/
AMEN!
RIGHT ON!
Wait until you get two Borg combat medics.
BTW: get Bat'leth (sp). They ignore shields. I send my team to one medic to keep it occupied while I ouch the other one away from the group while beating it to death with the Sword of Kahless. Then I go back and finish off the other one.
PS: I get ya on that fit of rage thing. I was actually picturing myself throwing my monitor across the room.
I find this not only to Romulan squads but Medics general. Not sure, if is supposed to be as intended.
It was just me and the one medic. I fought for twenty minutes straight without avail and finally just disconnected in frustration. The medic was able to heal himself when knocked prone, when stunned from hand-to-hand...always. I couldn't do enough damage so that an expose followed by an exploit would vaporize him.
It started out challenging...then got merely frustrating and crazy-making.
It's the Med/Eng classes from rom/mirror uni that suck so much. Constant spam of full HP/shield =/
Problem solved.
When it goes off. There are times when I can't hit an expose to save my life, which sometimes it might. Usually what happens is my exploit power is in cooldown when they do expose and they shake it off before cooldown is gone. All it means for me is that a fight takes much longer than I would like, but they haven't been impossible.
I exposed and then exploited nearly a dozen times. But it only took the medic down to 25% health - and it then immediately healed itself to full before I could fire another shot.
Current/max rank weapons for you and all your away team?
At least rank 5 in all of your relevent captain ground skills?
At least rank 7 in all of your away team ground skills?
Its easy to forget to keep all the ground assets up to date, especially as you are just transitioning into a new rank band when the Romulans start showing up. Leveling up the new ship stuff seems so enchanting at that stage, but you need to keep an eye on both.
Incidentally, my experience is when I run into a group that's being pesky there is a Romulan engineer around recharging shields, NOT the medic recharging there own. I find personally scattering 2-3 shots at other members of the group so the medic wastes heals on them while my whole bridge crew is burning down the medic can be helpful. Grenades and phaser turrets are great for spreading 'round a few minor, distracting injuries.
You may just need to bring more tactical officers on your Romulan away missions to burn througg their regen. I run 1 tac, 3 engineers (including my capatain) and a Sci officer, but ALL my engineers drop phaser turrets, so DPS races usually go my way.
I play all my missions on Elite, and while its true that when you get 2 medics its a pain, its even a bigger pain when you get 2 medics and 2 eng in a group.
But you just need to setup your team and use your abilities correctly, along with looking at your enemies and giving it a bit of thought in to your killing.
The only battle i gave up on, was on elite status when i accidentally pulled 2 groups so I had 4 medics and 2 engineers to fight. THAT proved to be simply impossible, but I did take on 4 medics on normal.
Anyways I find they provide moderate challenge if you keep your equipment up to date and you have your ground abilities trained and your officers well equipped.
Then enlighten us on how to set up a proper away team. I have my iPad ready to take notes.
As I mentioned, medics can be distracted by putting some trivial damage into their buddies, while you're bridge crew pounds them and you wait for a exploit opportunity from 4 different attackers.
You may also find enegy cell/damage boost consumables in your toolbar helpful if you get double medics. Surge DPS is a great answer to self heals.
My experience is that while 2 medic/1 engineer spawns are not as trivial as most ground encounters, they're not exactly hard. That's with two play throughs, one Tac captain, 1 engineer captain.
The medic had no shields at all. Just full hit points. I expose, then exploit, which takes him down to about 10%-25% HP. He then heals himself completely before I can get another shot off. It's quite frustrating.
I have no other BOs with me because this is a solo mission.
Maybe I need to spend tons of money on something better than an uncommon weapon. But that's seems a long shot.
What mission is this??!? I don't think I've ever beamed down without at least 1 Boff in tow.
What class are you? The right kit may make a huge difference.
these get crazy bad espec on things like the big dig fleet action, you can end up if people are runnin all over the place with an indestructable group of npcs against you, he only way to counter them is with holds, pure luck of crit shots when there exposed and using aoe weps like double guns with an aoe hit so the medics have to contend with healing the others around them and give u the chance to nuke them before they get up, where it really gets stupid is when there are 2 medics and an engineer with them, when that happens they get sheilds that never go down and even with stuff like plasma nades they always get healed to max an u need a major overpower of more people then npcs to even make a scratch.
There is no "proper" way to set it up, it all depend on what you are fighting. Just make sure your away team has their ground skills maxed and they are equipped with current weapons for your level.
There are several different ways of doing this and people have already described them, ill describe some of the stuff I do.
If a small group of enemies, ill tell my team to focus on the medic but i wont fire a single shot. While they are beeting on the medic im free to move without the attention of the said medic. I position myself directly behind him, expose.....snipe and usually they will be dead by this point.
Use knockback attack on the second medic as soon as possible and get his health down quickly so that instead of resurrecting his fallen buddy he is spending time trying to heal.
Usually medics dont have time to heal more then once, and my away team is equipped with 2 sniper rifles (3if you count me) which seems to be the best single target burst dps out there.
Also there have been a few times where medics were not my first target, it all depends.
I carry 2 exploit weapons, a Split Beam and Sniper Riffle. All my BOs carry an Expose Weapon. In addition, I skill my Science BOs with Gravimetric Shift and Tricorder Scan, my Engineering BOs with Weapon Malfunction and Fuse Armor, and my Tactical BOs with Focus Fire, Target Optics, and Fire on My Mark.
Someone is almost always Exposed and at times, every target on the screen is Exposed. Even enemies resistant to Expose attacks don't have much of a chance when I have everyone attack the same target. Exposed or not, they don't last very long with all their damage resistance removed. And an Expose coupled with all their damage resistance removed means they won't survive a one-shot Exploit attack.
But since we have newbs in here from time to time, could you explain in a little more detail the attack pattern you use? Which Weapons? Which skills?
For my part: I take down two Tac, one Eng, and one Sci BOff. They have random Mk X weapons. I carry a split-beam antiproton rifle and a bat'leth. I use whatever default skills come with the BOffs. (I know, I really put a lot of time toward this game) But I always make sure one of them has plasma grenades. They do group damage which keeps the medics occupied healing the rest of their party.
When I come upone a group with a medic, I tell my BOffs to target the Medic. I hold off on my split-beam shot until either the "vaporize" logo lights up or until the shields drop. When I come across two medics, I have my BOffs focus on one while I focus on the other. Using my bat'leth I move the other medic away from the group and beat it to death. I then return to finish off the other medic.
I'm currently at Rear Admiral (Eng) level and play on the setting of advanced difficulty. Romulans and Mirror Feds are fairly easy to handle because they tend to stick with ranged fire exchanges, of which makes combating them fairly sane. Reman are harder because their officers tend to carpet bomb with plasma grenades. While one of the minor alien species, I forget the name of their species but they're orange, looks like humanoid bugs and uses typical naval ranks in their teams. They're tougher because they tend to charge with dual pistols and love to focus fire on their charges; in larger chaotic battles my away team will usually get a couple of unconscious members in the first few seconds, oh and they like to spam photon grenades as well.
Anways, back on topic, I usually deal with medics and engineers with the sniping tactic presented by the other prior posters. There's a second tactic as well. My prime away team composition uses two engineers (three counting myself), one tactical grenadier, and one combat medic. The engineers are skilled at shield regen 1, turret 1 and turret 2; tactical skills are set at photon grenade 1, surpression fire, and optical; combat medic skills are set at med tri 1, grav 1, and tri scan.
Combat - On encountering an enemy cluster, I look for a clean point of attack that won't draw in two groups, and set up three or more turrets. I lock my team askew to the turret cluster, this is to avoid getting everything wiped out by grenade spam. If you have time drop support turrets behind the team, but if you're up against non-chargers then your guys should be okay. Target the nearest enemy and give the team the green light to fire. This draws enemy tacticals and officers over to the team, medics and engineers usually hang back. If things go right the fighters will be separated from the medics/engineers, if not that's okay too because fire will focus on your team. I then charge and start knocking medics around with my Bat'leth (bleed damage is good here), because enemy fire is focused on the team I won't get cut down with focused flank shots, still use common sense and maneuver yourself so that you don't temp fate. Unlock your team while you're knocking the medic around and call for focus fire on him. The medic will go down very quickly this way. Meanwhile, concentrated fire from three or more turrets will cut down regular romulan guards fairly quickly, so your team won't be wiped out by flanking fire. Also if your combat medic does her job well most of the enemy tacticals will be rooted (remember you have pause button if you need to direct), if they turn around to engage your team, your turrets will get flank shots. Finally while you're in hand to hand combat with the medic, the enemy medic will naturally turn to face you, that means you should be facing your team so the enemy medic's back is to your team.
This tactic worked well for me against medics and engineers, if it doesn't work for you then well... I guess we just have really different play-styles.