I thought you guys were going to fix this problem. It is just getting old now. I'm still getting critical hits with 36,359, 23,352, 33,515, etc damage by the gates in Khitomer and Infected elite. Even our cruisers are still popping left and right.
In Khitomer elite, my whole squad was getting killed by Donatra's torpedo spread. I was seeing this every spread: 14,250 together with 13,144 and 14,150. We finally killed her but all ended up with massive damage.
FYI, this was a private group and not a PUG. Our only new person already knew the basics like the 10% rule in Infected, and the correct order to kill things in Cure. Nobody went into any of the matches damaged, etc.
We were getting one-hit killed with full shields...
I thought you guys were going to fix this problem. It is just getting old now. I'm still getting critical hits with 36,359, 23,352, 33,515, etc damage by the gates in Khitomer and Infected elite. Even our cruisers are still popping left and right.
In Khitomer elite, my whole squad was getting killed by Donatra's torpedo spread. I was seeing this every spread: 14,250 together with 13,144 and 14,150. We finally killed her but all ended up with massive damage.
FYI, this was a private group and not a PUG. Our only new person already knew the basics like the 10% rule in Infected, and the correct order to kill things in Cure. Nobody went into any of the matches damaged, etc.
We were getting one-hit killed with full shields...
:mad:
gates and donatra can deal a great damage, but very much depend on your build.
I usually destroy a gate alone using my escort, only sometime I am one shooted... are you sure your ship has no damage?
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
Is there any build that can stand up to 36k crits? Am I missing something that reduces incoming crit% and damage?
If so, please tell me then what combination of shields and ships can stop that kind of damage. I was running a Mk XI KHG on a Hegh'ta with TT2 active (shield facing was full because of this) when the gate one-shotted me. The rest of our team were feds. One was the new temporal science vessel, one was a defiant refit, one was a ftp Advanced Escort and the last was an Odyssey. All were one-shotted at least once.
As far as Donatra, she was merely an annoyance. But all the gate crits cost us the optional.
1) keep moving, no doubt accuracy vs defense bleedover applies to npc's as well.
2) faw, csv, and ts are your friends. they kill HY torps whether you see them or not.
3) neutronium, neutronium, neutronium.
the bleed-over bonus is inferred from taking much less damage, fewer crits, and less damage from crits in a cruiser moving at flank combat speed compared to slower speeds in same cruiser and 1/4 impulse 'rocking' forward<>reverse in an escort.
escorts>gates you can circle at flank, all the end bosses tend to be problematic though in an escort. best bet is keep csv and ts up as much as possible, BFI once you know the timing of HY's or spreads in donatra's case, subspace gen as well for an added boost to kinetic resist.
any other defensive hull resists useful as well.
always try to keep at least a sliver of shields up, turn away if you have to (regen facing/heal) as dead = 0dps. so aft turrets are better than nothing.
Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
Donate Brains, zombies in Washington DC are starving.
That's nothing. A Borg tactical cube once critted me for 152000 dmg.
Someone told me that it work as intended, that it is supposed to be hard and deadly.
Considering the STFs are supposed to be the hardest things to do in the game and that the death penalty is close to non-existant in STO, i thought it was not that bad.
An Oddy was one shotted by 35k? I don't even think that's actually possible. Unless he was half dead and had no shields before the torp hit.
I didn't even think about that one..did this Ody have a shield down somewhere? I get around 58k hull on my year ody and she can take a punch, but yeah STF's have gotten silly for some time.
[SIGPIC][/SIGPIC] EXPLORE.
Dec '07 Account I EARNED 1000 days...I didn't BUY it! New LTS=Death to Vet.System: 10/10/12 Never Forget Something should be done for those who cared enough to have a 1000+ day sub.
I can survive just about anything in STF, I even thought my patrol escort was 'tankier' than my cruisers because buffed up and moving fast the patesc chooses what and where to fight.
Those 14-36k damage are pretty normal in my book, I tank them all the time in my Tholian carrier (assault build) with universal tac. My cruisers have little trouble unless ganged up on stationary (rare, I usually freeze them static first), and sci ships and escorts can take one hit and move away.
The key for me is stack as much resist bonus to shields as much as possible so that the shield facing can take the impact and immediately regenerate back (sometimes even without tactical team). The skill Brace for Impact is also very useful if you -know- that torpedo is going to hit within the next 10 seconds. I pop it before an attack run and with a shield distribution doff it gives a very nice regenerative effect when hit too.
Just like in PvP the best ships tend to stack a massive amount of resistances at once so as to be completely immune to incoming fire for a time. The key is to manage the time your ship is attracting aggro. I have tanked an entire ISE engagement 15 minutes straight in a recon science vessel before, when leading a fleet cadet group. It was admittedly hairy due to the low hitpoints of the ship but with positional management I never failed to keep the shields up (and sci ships can have HUGE shield hps) and let myself be hit by torpedoes only when my shield facing is up.
Also for cruisers, a Team Fortress style survival exploit that is quite funny is to extend shields to each other. LOL.
A long long while ago before I learned the stacked resist functions I loaded up with kinetic armor that made Borg torpedoes a laughing matter. With Season 6 buffed plasma burn I just added one electroceramic armor and that made fleet cadet pilots' lives easier.
I still prefer PUGs because the so called optimal strategies are not the only way to attain victory and PUG coordination = Starfleet Diplomacy challenge that apparently only a very few people know how to master
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
Fight fire with fire. Dispersal Pattern Beta 3 with Tric Mines will give you four (4) 60k crits at at time. And Donatra can't post on the forums to complain.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Fight fire with fire. Dispersal Pattern Beta 3 with Tric Mines will give you four (4) 60k crits at at time. And Donatra can't post on the forums to complain.
Lol... it can be much much higher than 4x60! I get at least 52k per hit with APB on. That's just APB alone.
People can point and laugh at my carrier all they want. It blows up stuff like a boss with TCM spam.
With multiple PUG ships spamming TCMs each Borg encounter is merely an exercise of buffing up and throwing stuff out the tailgate. Annoying borg just disappear.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
90% of the time I'm being shot down is either because of a server lag or because of being careless (and doing something else besides playing the STF).
So the OPs problem is probably in his/her character and/or ship build.
Don't go near gate. Park at somewhere between 7.6 -8Km far away and attack on it with full power.
Keep pressing attack patterns and brace for impact for extra hull buff, and to feel safe. Placebo you know.
I use purple Mk xii wtih [acc]x2 dual heavy cannons with tactical team, attack pattern alpha and go down fighting so I can do some decent damage even from this far away. Then a big plasma torpedo III buffed by 2 KHG pieces and attack patten omega makes the residents of the gates cry.
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Ain't Nobody Got Time for That
Don't go near gate. Park at somewhere between 7.6 -8Km far away and attack on it with full power.
Keep pressing attack patterns and brace for impact for extra hull buff, and to feel safe. Placebo you know.
I use purple Mk xii wtih [acc]x2 dual heavy cannons with tactical team, attack pattern alpha and go down fighting so I can do some decent damage even from this far away. Then a big plasma torpedo III buffed by 2 KHG pieces and attack patten omega makes the residents of the gates cry.
well, I find it hard to go closer than 9km to a gate. ofc your approach vector does count, but I always stay on the safeside, and try to keep away more than 9km.
however if the gate targeted you, the 9km distance wont help. just came from a game, where the gate oneshotted me (according to my combatlog with a 47k shot, so it wasnt even that much... lol) at range 9,8km, because I wondered into the "danger zone" coming out of evasive manouvers :S
and the problem is, that the gates shoot invisible plasma torpedos, so it is just me, sitting there, and randomly blowing up. (at least with donatra there is a 50% chance, that the torpedo salvos will be visible, with the gates I have never ever seen a torpedo)
Stay at 9.99km to a high side and the gate will not be able to target you at all. This is a known exploit
As for countering the torpedo... no counter. It does damage about 2 seconds before the graphic impacts you, so pre-emptively activating TSS2, EPTS, TT and Brace for Impact is mandatory for surviving an attack run. If you see the beam weapon from the Borg target you, activate defenses immediately. Do not wait to see the torpedo which will be inevitably coming your way invisibly.
I usually deliberately do threat control by running up to point blank and bombing the heck out of it with TCMs for hundreds of thousands of damage points. Due to the stacked resists plus evasive maneuvers I usually take little damage. Fast enough that the tractor beam can't even lock on successfully.
If you're used to PvP already, ESTFs are nothing lol. Seriously, you can tank in an escort or sci ship. Just don't stay still and let yourself be hit multiple times without resistances up.
Unless you're a big honking carrier or cruiser tank with insane amounts of shield tanking then your job is drawing fire and surviving everything lol.
Seriously. the only annoyance I have in STFs are the Negh'vars on Cure Elite (but even those can be taken out easily from the flanks). Anything else is easy to kill.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
I still prefer PUGs because the so called optimal strategies are not the only way to attain victory and PUG coordination = Starfleet Diplomacy challenge that apparently only a very few people know how to master
When the PUG's are reading the chat then you can have some awesome moments in STF's :-)
When the PUG's are reading the chat then you can have some awesome moments in STF's :-)
Usually I just bait them with a good morning or bring a friend and strike up a conversation with him. PUGs will react like "omg, competent team" and play by the book LOL
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
Usually I just bait them with a good morning or bring a friend and strike up a conversation with him. PUGs will react like "omg, competent team" and play by the book LOL
Awesome idea "faking" a conversation with a friend , have to try that too
Usually I greet them over the Teamchat and hope that someone is reading it :P
Stay at 9.99km to a high side and the gate will not be able to target you at all. This is a known exploit
Sorry, this is not an exploit but just a stupid idea. I.e. cannons lose 60% of their damage potential at that range.
Attack head on, even escorts have enough self healing to stay inside the gate. Just keep moving back and forth to keep your defence value up. Getting some help from the teammates won't hurt, it's not too hard to see who's got the focus.
Staying outside of 2km from a gate basically gives your team the finger for finishing the optionals.
4x60k tric mines are a reliable number, as pointed out it does in fact go much higher. I park my nose on the gate so my tric mines don't have to go as far and use CSV and TS to suppress the HY plasma. Watch for FAW to run out before you TRIBBLE mines.
_______________ CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that? Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Sorry, this is not an exploit but just a stupid idea. I.e. cannons lose 60% of their damage potential at that range.
Attack head on, even escorts have enough self healing to stay inside the gate. Just keep moving back and forth to keep your defence value up. Getting some help from the teammates won't hurt, it's not too hard to see who's got the focus.
Who said you use cannons for extreme range bombardment? Certain weapon types have much less range attenuation. Make use of them.
There are many solutions to the simple problem of static STF missions. Some people can tank point blank (I do that 99% of the time), others need to be more cautious because they need more time to gain experience on defensive skills.
The whole point of my posting variable tactics is so that people can work to their strengths and learn multiple solutions and work with more ship types and piloting styles. This is an open forum and open discussion has always been to the benefit of this community.
What's stupid is stereotyping and forcing people to use tactics that do not suit their experience level. That causes instant massive failure and let me guess, you'll call them NOOBs for that reason.
As I recall, my post for the 9.99km 'exploit' is in reply to someone who has problems trying out a sniper technique. That gives me enough justification to think back 4, 5 months ago and dig up some useful info for the benefit of aforesaid fellow forumer.
The internet is filled with trolls and random abusers. We have enough of the sort in STO itself. What's needed is objective reasoning and adapting advanced strategies to allow laypersons, non gamers and new Captains to take the initiative and keep winning battles... for the benefit of us all.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
Usually I can tank the gate without too many issues but they have buffed them up yet again.
Last night with full shields, EPtS3 on I went to 14% hull in a single shot. 2s later dead. That is pretty BS, with XII maco shields, EPtS3, and XII field generators.
A little later about 8k from the gate, my shields were about 80%.. dead. Same thing, EPtS3 is up always.
Now in S7 they are going to nerf tanking even more but I'm sure they won't change the gates or Donatra, or the ridiculous ISO charge in cure. One shot kills will be constant then.
My Tac in the Escort nearly always gets killed in Cure Elitefrom the ISO. Also I am not able to withstant more than 45-50sec of sustained fire from the gates in Khitomer.
My engie in the AC does tank the raptor, the cube an the isometric charge from the Negh'Vars in Cure Elite.
Mmmmh. Works as intended would I say. Well, most of the time. Sometimes skills are on cooltime. Sometimes there are crits.
Sadly I think it probably is working as expected, I took my escort out for a spin today, I lost count of how many High yield plasma torpedoes were fired at me but they all hit for over 46k and ignored shields which happens to be more damage than i have health and on the 1 occasion I survived the torp I was killed 1 second later by a combination of the burn and a beam hit, effectively it had decided I was going to die whether I liked the idea or not.
Before people look up and say "Well escorts are meant to be squishy" they aren't supposed to get 1 shotted with EPtS cycling with Aux2SIF and tac team going on a keybind
Well I've critted gates and cubes back for over 200k before a few times and regularly over 150k so I can't complain. Of course my little B'rel does get all the aggro and the favor usually returned by the gate or cube in the form of them directing their next 1 shot kill at me lol.
Don't get mad, get even. Use THY3 tricobalt torpedos and DPB3 tricobalt mines to crit them back even harder.
Sadly I think it probably is working as expected, I took my escort out for a spin today, I lost count of how many High yield plasma torpedoes were fired at me but they all hit for over 46k and ignored shields which happens to be more damage than i have health and on the 1 occasion I survived the torp I was killed 1 second later by a combination of the burn and a beam hit, effectively it had decided I was going to die whether I liked the idea or not.
Before people look up and say "Well escorts are meant to be squishy" they aren't supposed to get 1 shotted with EPtS cycling with Aux2SIF and tac team going on a keybind
Yeah, EPTS , Aux2SIF TT and TSS typically gets me by a torpedo and beam salvo from the Borg. Have to take evasive action immediately upon seeing the incoming otherwise the next salvo will blow you up. Hence that's why a lot of people use the 9.99km 'exploit' to avoid being hit at all, even if it's at the cost of gunnery damage. Alive ship is better than dead ship waiting for respawn timer.
Anyways back on topic - may I take a look at what you have for damage resistances? Most of my characters have maxed shield stats and fairly high damage resistance and auxiliary power skills and this may be the reason why even my escorts and sci ships appear to be able to take a lot of damage in PvP and ESTF.
Here's what I think is important to survive a Borg torpedo hit:
1) Shields do nothing to mitigate torpedo damage, although torpedoes have some sort of penalty for shield penetration. The Borg torpedo just punches through shields with brute force. A very high capacity shield or Field Generator console mod will allow you to absorb more damage per shield facing. Ditto for active EPTS, preferably stacked with TSS.
2) Kinetic resistance. I presume whatever blowby is subtracted from incoming torpedo damage then transferred to the hull. Hull has a certain percentage of kinetic resistance according to active powers (Aux2SIF, PH) and a large amount of kinetic damage can be absorbed by Monotanium armor or multiple Neutroniums.
For my experience with newbie cruiser builds, putting two Monotaniums can raise the kinetic resistance up to 43%, if the captain's resistance skills are at a high level, even one Monotanium makes a big difference. Any more than 2 Monotaniums tend to be an issue of "diminishing returns".
3) Move and shoot. Escorts only have the squishy reputation if they sit stationary in front of an elite sphere or gate and their front shield is penetrated. But a moving ship can rotate through shield facings and make that initially deadly salvo into a 'moderate damage' shot which can be recovered from.
That means, despite whatever game guides and self appointed "experts" say, there is room to accomodate "attack run" based strategy where an escort conducts boom and zoom fully buffed attacks on critical targets under AP:Omega 3, orbits around and basically uses massive speed and burst DPS to advantage. And more good news: While I'm completely buffed up with Tac abilities and APO3 and having a temporary top speed on demand of 60-120 impulse, I can easily dash in and drop a few TCMs for maximum tactical nuclear penguin mayhem while delivering point blank max damage cannon salvoes.
STO allows for 3 dimensional tactics and ESTFs are not about procedures but achieving a team victory.
DPS statistics and "must point nose at target all day for max DPS" mentalities makes for a boring and predictable match, even in PVP tournaments.
Thus rather than going out in a blaze of glory and then pointing fingers at teammates for "not doing their part", repeated precision attacks at maximum combat efficiency can be a war winning strategy while PUGs do their part tanking and progressing the mission script.
A fast ship maintains tactical initiative and can engage and disengage at will. One that is stuck with wanting to point DHCs at the enemy for a maximum amount of time is stuck with waiting for cooldown timers and suffers with a shorter life expectancy if circumstances should turn in the pilot's disfavour.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
Everything you have said here is true carmenara, As it is my escort runs 2 neutronuims (Mk XI, blue) and 2 field gens for defence; of course all of this is a MUST for any escort doing ESTFs, I do admit to having to respec my tac a little more into surviving as I kinda blended them between the Excelsior and the escorts (which I admit was a silly move on my part)
When our fleet is doing stfs as a team I bring
My science ship with tykens rift and other
Power draining abilities she is rendered helpless
To do massive damage to us and she usually
Is destroyed very fast
We maintain 5 km distance and she doesn't
Cloak
The big tatical cube at infected goes down the same way
So does the gate
With there power being drained there super shots are
Normal shots most can deal with
I'n pugs it's a little more difficult, especially donatra
Because so many charge her causing the cloak and she
Has weapons recharged decloaking
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
Comments
I fly Escorts cruisers carriers and science ships.
I suggest you should look at your build.
gates and donatra can deal a great damage, but very much depend on your build.
I usually destroy a gate alone using my escort, only sometime I am one shooted... are you sure your ship has no damage?
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
If so, please tell me then what combination of shields and ships can stop that kind of damage. I was running a Mk XI KHG on a Hegh'ta with TT2 active (shield facing was full because of this) when the gate one-shotted me. The rest of our team were feds. One was the new temporal science vessel, one was a defiant refit, one was a ftp Advanced Escort and the last was an Odyssey. All were one-shotted at least once.
As far as Donatra, she was merely an annoyance. But all the gate crits cost us the optional.
2) faw, csv, and ts are your friends. they kill HY torps whether you see them or not.
3) neutronium, neutronium, neutronium.
the bleed-over bonus is inferred from taking much less damage, fewer crits, and less damage from crits in a cruiser moving at flank combat speed compared to slower speeds in same cruiser and 1/4 impulse 'rocking' forward<>reverse in an escort.
escorts>gates you can circle at flank, all the end bosses tend to be problematic though in an escort. best bet is keep csv and ts up as much as possible, BFI once you know the timing of HY's or spreads in donatra's case, subspace gen as well for an added boost to kinetic resist.
any other defensive hull resists useful as well.
always try to keep at least a sliver of shields up, turn away if you have to (regen facing/heal) as dead = 0dps. so aft turrets are better than nothing.
Donate Brains, zombies in Washington DC are starving.
ive done way more and blew a cube by my self from 50 to zip.
might just not have enough dps.
-Spells
| Dues Ex Mechina |
Fleet Leader
Someone told me that it work as intended, that it is supposed to be hard and deadly.
Considering the STFs are supposed to be the hardest things to do in the game and that the death penalty is close to non-existant in STO, i thought it was not that bad.
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
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I didn't even think about that one..did this Ody have a shield down somewhere? I get around 58k hull on my year ody and she can take a punch, but yeah STF's have gotten silly for some time.
Dec '07 Account
I EARNED 1000 days...I didn't BUY it! New LTS=Death to Vet.System: 10/10/12 Never Forget
Something should be done for those who cared enough to have a 1000+ day sub.
Those 14-36k damage are pretty normal in my book, I tank them all the time in my Tholian carrier (assault build) with universal tac. My cruisers have little trouble unless ganged up on stationary (rare, I usually freeze them static first), and sci ships and escorts can take one hit and move away.
The key for me is stack as much resist bonus to shields as much as possible so that the shield facing can take the impact and immediately regenerate back (sometimes even without tactical team). The skill Brace for Impact is also very useful if you -know- that torpedo is going to hit within the next 10 seconds. I pop it before an attack run and with a shield distribution doff it gives a very nice regenerative effect when hit too.
Just like in PvP the best ships tend to stack a massive amount of resistances at once so as to be completely immune to incoming fire for a time. The key is to manage the time your ship is attracting aggro. I have tanked an entire ISE engagement 15 minutes straight in a recon science vessel before, when leading a fleet cadet group. It was admittedly hairy due to the low hitpoints of the ship but with positional management I never failed to keep the shields up (and sci ships can have HUGE shield hps) and let myself be hit by torpedoes only when my shield facing is up.
Also for cruisers, a Team Fortress style survival exploit that is quite funny is to extend shields to each other. LOL.
A long long while ago before I learned the stacked resist functions I loaded up with kinetic armor that made Borg torpedoes a laughing matter. With Season 6 buffed plasma burn I just added one electroceramic armor and that made fleet cadet pilots' lives easier.
I still prefer PUGs because the so called optimal strategies are not the only way to attain victory and PUG coordination = Starfleet Diplomacy challenge that apparently only a very few people know how to master
My Youtube Channel
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Lol... it can be much much higher than 4x60! I get at least 52k per hit with APB on. That's just APB alone.
Tactical buffs + APB2 + Omega(3) ability = Tactical Nuclear Penguin attack
People can point and laugh at my carrier all they want. It blows up stuff like a boss with TCM spam.
With multiple PUG ships spamming TCMs each Borg encounter is merely an exercise of buffing up and throwing stuff out the tailgate. Annoying borg just disappear.
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So the OPs problem is probably in his/her character and/or ship build.
Keep pressing attack patterns and brace for impact for extra hull buff, and to feel safe. Placebo you know.
I use purple Mk xii wtih [acc]x2 dual heavy cannons with tactical team, attack pattern alpha and go down fighting so I can do some decent damage even from this far away. Then a big plasma torpedo III buffed by 2 KHG pieces and attack patten omega makes the residents of the gates cry.
Ain't Nobody Got Time for That
[SIGPIC][/SIGPIC]
well, I find it hard to go closer than 9km to a gate. ofc your approach vector does count, but I always stay on the safeside, and try to keep away more than 9km.
however if the gate targeted you, the 9km distance wont help. just came from a game, where the gate oneshotted me (according to my combatlog with a 47k shot, so it wasnt even that much... lol) at range 9,8km, because I wondered into the "danger zone" coming out of evasive manouvers :S
and the problem is, that the gates shoot invisible plasma torpedos, so it is just me, sitting there, and randomly blowing up. (at least with donatra there is a 50% chance, that the torpedo salvos will be visible, with the gates I have never ever seen a torpedo)
10k DPS Vesta threads: 1; 2
Stay at 9.99km to a high side and the gate will not be able to target you at all. This is a known exploit
As for countering the torpedo... no counter. It does damage about 2 seconds before the graphic impacts you, so pre-emptively activating TSS2, EPTS, TT and Brace for Impact is mandatory for surviving an attack run. If you see the beam weapon from the Borg target you, activate defenses immediately. Do not wait to see the torpedo which will be inevitably coming your way invisibly.
I usually deliberately do threat control by running up to point blank and bombing the heck out of it with TCMs for hundreds of thousands of damage points. Due to the stacked resists plus evasive maneuvers I usually take little damage. Fast enough that the tractor beam can't even lock on successfully.
If you're used to PvP already, ESTFs are nothing lol. Seriously, you can tank in an escort or sci ship. Just don't stay still and let yourself be hit multiple times without resistances up.
Unless you're a big honking carrier or cruiser tank with insane amounts of shield tanking then your job is drawing fire and surviving everything lol.
Seriously. the only annoyance I have in STFs are the Negh'vars on Cure Elite (but even those can be taken out easily from the flanks). Anything else is easy to kill.
My Youtube Channel
When the PUG's are reading the chat then you can have some awesome moments in STF's :-)
Usually I just bait them with a good morning or bring a friend and strike up a conversation with him. PUGs will react like "omg, competent team" and play by the book LOL
My Youtube Channel
Awesome idea "faking" a conversation with a friend , have to try that too
Usually I greet them over the Teamchat and hope that someone is reading it :P
Sorry, this is not an exploit but just a stupid idea. I.e. cannons lose 60% of their damage potential at that range.
Attack head on, even escorts have enough self healing to stay inside the gate. Just keep moving back and forth to keep your defence value up. Getting some help from the teammates won't hurt, it's not too hard to see who's got the focus.
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4x60k tric mines are a reliable number, as pointed out it does in fact go much higher. I park my nose on the gate so my tric mines don't have to go as far and use CSV and TS to suppress the HY plasma. Watch for FAW to run out before you TRIBBLE mines.
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Who said you use cannons for extreme range bombardment? Certain weapon types have much less range attenuation. Make use of them.
There are many solutions to the simple problem of static STF missions. Some people can tank point blank (I do that 99% of the time), others need to be more cautious because they need more time to gain experience on defensive skills.
The whole point of my posting variable tactics is so that people can work to their strengths and learn multiple solutions and work with more ship types and piloting styles. This is an open forum and open discussion has always been to the benefit of this community.
What's stupid is stereotyping and forcing people to use tactics that do not suit their experience level. That causes instant massive failure and let me guess, you'll call them NOOBs for that reason.
As I recall, my post for the 9.99km 'exploit' is in reply to someone who has problems trying out a sniper technique. That gives me enough justification to think back 4, 5 months ago and dig up some useful info for the benefit of aforesaid fellow forumer.
The internet is filled with trolls and random abusers. We have enough of the sort in STO itself. What's needed is objective reasoning and adapting advanced strategies to allow laypersons, non gamers and new Captains to take the initiative and keep winning battles... for the benefit of us all.
My Youtube Channel
Last night with full shields, EPtS3 on I went to 14% hull in a single shot. 2s later dead. That is pretty BS, with XII maco shields, EPtS3, and XII field generators.
A little later about 8k from the gate, my shields were about 80%.. dead. Same thing, EPtS3 is up always.
Now in S7 they are going to nerf tanking even more but I'm sure they won't change the gates or Donatra, or the ridiculous ISO charge in cure. One shot kills will be constant then.
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My engie in the AC does tank the raptor, the cube an the isometric charge from the Negh'Vars in Cure Elite.
Mmmmh. Works as intended would I say. Well, most of the time. Sometimes skills are on cooltime. Sometimes there are crits.
**** happens.
Before people look up and say "Well escorts are meant to be squishy" they aren't supposed to get 1 shotted with EPtS cycling with Aux2SIF and tac team going on a keybind
Don't get mad, get even. Use THY3 tricobalt torpedos and DPB3 tricobalt mines to crit them back even harder.
Yeah, EPTS , Aux2SIF TT and TSS typically gets me by a torpedo and beam salvo from the Borg. Have to take evasive action immediately upon seeing the incoming otherwise the next salvo will blow you up. Hence that's why a lot of people use the 9.99km 'exploit' to avoid being hit at all, even if it's at the cost of gunnery damage. Alive ship is better than dead ship waiting for respawn timer.
Anyways back on topic - may I take a look at what you have for damage resistances? Most of my characters have maxed shield stats and fairly high damage resistance and auxiliary power skills and this may be the reason why even my escorts and sci ships appear to be able to take a lot of damage in PvP and ESTF.
Here's what I think is important to survive a Borg torpedo hit:
1) Shields do nothing to mitigate torpedo damage, although torpedoes have some sort of penalty for shield penetration. The Borg torpedo just punches through shields with brute force. A very high capacity shield or Field Generator console mod will allow you to absorb more damage per shield facing. Ditto for active EPTS, preferably stacked with TSS.
2) Kinetic resistance. I presume whatever blowby is subtracted from incoming torpedo damage then transferred to the hull. Hull has a certain percentage of kinetic resistance according to active powers (Aux2SIF, PH) and a large amount of kinetic damage can be absorbed by Monotanium armor or multiple Neutroniums.
For my experience with newbie cruiser builds, putting two Monotaniums can raise the kinetic resistance up to 43%, if the captain's resistance skills are at a high level, even one Monotanium makes a big difference. Any more than 2 Monotaniums tend to be an issue of "diminishing returns".
3) Move and shoot. Escorts only have the squishy reputation if they sit stationary in front of an elite sphere or gate and their front shield is penetrated. But a moving ship can rotate through shield facings and make that initially deadly salvo into a 'moderate damage' shot which can be recovered from.
That means, despite whatever game guides and self appointed "experts" say, there is room to accomodate "attack run" based strategy where an escort conducts boom and zoom fully buffed attacks on critical targets under AP:Omega 3, orbits around and basically uses massive speed and burst DPS to advantage. And more good news: While I'm completely buffed up with Tac abilities and APO3 and having a temporary top speed on demand of 60-120 impulse, I can easily dash in and drop a few TCMs for maximum tactical nuclear penguin mayhem while delivering point blank max damage cannon salvoes.
STO allows for 3 dimensional tactics and ESTFs are not about procedures but achieving a team victory.
DPS statistics and "must point nose at target all day for max DPS" mentalities makes for a boring and predictable match, even in PVP tournaments.
Thus rather than going out in a blaze of glory and then pointing fingers at teammates for "not doing their part", repeated precision attacks at maximum combat efficiency can be a war winning strategy while PUGs do their part tanking and progressing the mission script.
A fast ship maintains tactical initiative and can engage and disengage at will. One that is stuck with wanting to point DHCs at the enemy for a maximum amount of time is stuck with waiting for cooldown timers and suffers with a shorter life expectancy if circumstances should turn in the pilot's disfavour.
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My science ship with tykens rift and other
Power draining abilities she is rendered helpless
To do massive damage to us and she usually
Is destroyed very fast
We maintain 5 km distance and she doesn't
Cloak
The big tatical cube at infected goes down the same way
So does the gate
With there power being drained there super shots are
Normal shots most can deal with
I'n pugs it's a little more difficult, especially donatra
Because so many charge her causing the cloak and she
Has weapons recharged decloaking
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
That's nothing. I crit a tactical cube for 326,000 damage. I got the screenshot to prove it.
The borg wish they could crit like me. If only I was a tactical captain... /drool