Not too sure if this one should be asked here but I have been having problems in hobos with the romulan warbird that you run into both at hobos 3 and hobos 1. I can barely get by the warbird at hobos 3 and then when I reach Hobos 1 I get slaughtered by it in a few hits. Am I missing something thats needed to beat it?
Also I am wondering how I use the transwarp gate in order to reach the delta quadrant or if that is to be gotten to with a team or with your own fleet?
Im still learning this game even though I have been playing for a few months off and on now
Also, try to get behind the D'deridexes as they can't viral matrix you from behind. Plus their photonic shock wave only has a 3 km range so if you are further than that, it won't do a thing.
[SIGPIC][/SIGPIC] Harden up Princess Looking for an Oceanic fleet? Check out our website: www.ausmonauts.com
Intrepid class?Are you a Science officer? If so then use Photonic Shockwave. Wait till the Heavy Plasma Torps get within range of about 5k but dont let the first one hit you then set it off. It will knock out all of the Torps.
Those d'dexs are easy if you can take out those.
If you still need help send me a mail ingame and Ill do what I can.
First of all, people regularly lament D'deridex NPCs, so don't be too discouraged. They can be tough nuts to crack at lower levels.
Second, how to deal with them? Well, several good ideas in this thread have been discussed, including using Hazard Emitters to repair yourself and get rid of plasma burns (which can be lethal given how thin the armor on a science ship can be), as well as keeping your distance to avoid getting Viral Matrix used on you.
There are some other tips that might be helpful, though.
* Consider Polarize Hull Plating to escape tractor beams (which I /think/ the D'deridex has).
* Fire At Will, assuming you're using beam arrays, may be able to intercept the triple-torpedo haymaker that they're infamous for.
* Engineering Team will de-virus your computer (lamentably they aren't available for another 400 years, so we're on our own for OUR viruses...)
* You might consider dumping additional power into aux and/or using a deflector that buffs your sensors stat a bit, which might give you a boost with defeating the cloak. It's not something to bet your ship on, but every little bit helps.
* Tactical team can also help you. While you may not have many tac slots to spare, it will help you keep your shields up in the parts that count when you're under heavy fire. If not, then you should be using the Distribute Shields command (stick it on your tray) and be mashing that sucker non-stop.
* Emergency Power to the Shields is an almost-mandatory power for most builds. A lot of people rotate it non-stop.
This may be a tight fit on a tier-4 Intrepid class, and may require a lot of BOff ability reworking, so you'll have to pick and choose. Fortunately though, the first two iterations of any of these abilities should be plenty to get you through the worst of it, so you can likely have them all trained at spacedock, and have anything you overwrite replaced there as well, if you want it back afterwards. That said, you need to really get some kind of synergy going in terms of BOff abilities. If you would be willing to post more of what you have in terms of BOff abilities and other build aspects (e.g. weapons - you using beams?), that would probably help with more specific advice. That said, as you're not even in an in-game ship yet (unless you're using the Intrepid Retrofit), it's a bit premature to be thinking of an endgame build, but it would still help provide some context as to what you're trying to do as-is.
As per the transwarp gate, I'm going to assume you mean the transwarp gate in Sirrus. That doesn't actually go to the Delta Quadrant, but to a somewhat distant sector that's on the Federation border or something. I believe you have to be at or near level 50 to do it.
If you refer to the one at Tau Dewa that gets to the Dyson Sphere, I believe you also have to be at level 50, there.
Just give them a warm meal and point them to the railroad tracks and the hobos will leave you alone.
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That people should know what they're screaming about!
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Intrepid class?Are you a Science officer? If so then use Photonic Shockwave. Wait till the Heavy Plasma Torps get within range of about 5k but dont let the first one hit you then set it off. It will knock out all of the Torps.
Those d'dexs are easy if you can take out those.
If you still need help send me a mail ingame and Ill do what I can.
Im actually running a tactical toon for my federation. Just didnt want the tiny TRIBBLE defiant lol. And I already had a Galaxy class that I got from a mission
To deal with hobo's u allso need a good set of traits. and turn ur chat off. If they cant get u mad u dont mess up. Hazzards do help but inspired crew is freaking awesome
Well for those wanting to know what it is I have for my federation toon. Hope this gives more insight in what Im doing right now with what I have. And also I am on a computer that is extremely laggy
Lvl 35 Fed Tactical
Intrepid class vessel
Fore weapons: Plasma beam array Mk 6 [ACC]. Piercing dual tetryon beam bank Mk 6. Plasma torpedo launcher Mk 6.
Aft weapons: Plasma beam array Mk 8 [ACC]X2. Hargh'Peng Torpedo launcher Mk 4. Plasma-Disruptor hybrid beam array Mk 4.
Consoles: Science; Shield emitter amplifier Mk 6. Stealth module Mk 7. Flow capacitor Mk 6. Engineering; SIF generator Mk 7 and Mk 4. Tactical; Phaser relay Mk 6. Directed energy distribution manifold Mk 2.
Shields: Regenerative shield array Mk 8 [Reg]X2
Warp Core: Hyper injection warp core Mk 7
Imulse: Combat impulse engines Mk 6
Deflector: Neutrino deflector array Mk 7
BOff: Tactical; Torpedo high yield 1. Beam array fire at will 2. Engineering; Emergency power to shield 1. Boarding party 1. Commander science; Science team 1. Tractor beam 2. Photonic shockwave 1. Lieutenant science; Science team 1. Transfer shield strength 1
If what is eating you are the big plasma torps, the best thing to do from my experience is to hold off on your AOE attacks and keep a bit of distance from the enemy. Then when they launch the torps, use an aoe skill like beam fire at will to take some of them out. Or target them directly to shoot them down.
Reverse works well here too. Attack them and drop a bucket of mines. Then reverse your ship and they will come toward YOU. Their torps will be shot down by your mines, often.
If you lose shields, consider losing the torpedo skill in favor of tactical team. It balances your shield toward the side taking damage.
Reverse shield polarity is also sweet on your engineer --- lose boarding party for that. Spam balance shields equally when you use this and it will usually fill all 4 sides back to 100%.
Finally, in many fights, you are set up to be wiped out. Running away, healing, and then going back to fight on your terms is a working tactic for the "hey, you just spawned in the middle of 20 ships" scenarios.
keep 6km+ away. the D'D tractor beam has 5km range plus being further away gives you more time to shoot down any torpedoes. I also find mines are an effective countermeasure to destructible torpedoes plus they can also draw NPC fire as NPCs are dumb.
Alright thank you everyone for all of the advice. I have a friend building me a computer to play STO on so I will hopefully be able to put all these tactics into effect.
Also I am thinking of finishing leveling to rear admiral and get one of the escort ships for when I rank up
If I'm right about the mission the OP is doing... that particular D'deridex is a pain in the backside; it has a habit of bushwhacking you from very close range, usually with a salvo of plasma torps ready for you before you know it's there.
Having Photonic Shockwave and/or Hazard Emitters on quick standby helps... but it's still a nasty fight. If it's any consolation, seeing the ****er finally explode is very satisfying - but you have to work hard to get there!
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theyre nothing but trouble.
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I would but unfortunately its my next storyline mission. Im on a crappy computer so wont really be doing much other than my duty officer assignments
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Any other advice? Im running with an intrepid class right now
Harden up Princess
Looking for an Oceanic fleet? Check out our website:
www.ausmonauts.com
Those d'dexs are easy if you can take out those.
If you still need help send me a mail ingame and Ill do what I can.
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≡/\≡
Second, how to deal with them? Well, several good ideas in this thread have been discussed, including using Hazard Emitters to repair yourself and get rid of plasma burns (which can be lethal given how thin the armor on a science ship can be), as well as keeping your distance to avoid getting Viral Matrix used on you.
There are some other tips that might be helpful, though.
* Consider Polarize Hull Plating to escape tractor beams (which I /think/ the D'deridex has).
* Fire At Will, assuming you're using beam arrays, may be able to intercept the triple-torpedo haymaker that they're infamous for.
* Engineering Team will de-virus your computer (lamentably they aren't available for another 400 years, so we're on our own for OUR viruses...)
* You might consider dumping additional power into aux and/or using a deflector that buffs your sensors stat a bit, which might give you a boost with defeating the cloak. It's not something to bet your ship on, but every little bit helps.
* Tactical team can also help you. While you may not have many tac slots to spare, it will help you keep your shields up in the parts that count when you're under heavy fire. If not, then you should be using the Distribute Shields command (stick it on your tray) and be mashing that sucker non-stop.
* Emergency Power to the Shields is an almost-mandatory power for most builds. A lot of people rotate it non-stop.
This may be a tight fit on a tier-4 Intrepid class, and may require a lot of BOff ability reworking, so you'll have to pick and choose. Fortunately though, the first two iterations of any of these abilities should be plenty to get you through the worst of it, so you can likely have them all trained at spacedock, and have anything you overwrite replaced there as well, if you want it back afterwards. That said, you need to really get some kind of synergy going in terms of BOff abilities. If you would be willing to post more of what you have in terms of BOff abilities and other build aspects (e.g. weapons - you using beams?), that would probably help with more specific advice. That said, as you're not even in an in-game ship yet (unless you're using the Intrepid Retrofit), it's a bit premature to be thinking of an endgame build, but it would still help provide some context as to what you're trying to do as-is.
As per the transwarp gate, I'm going to assume you mean the transwarp gate in Sirrus. That doesn't actually go to the Delta Quadrant, but to a somewhat distant sector that's on the Federation border or something. I believe you have to be at or near level 50 to do it.
If you refer to the one at Tau Dewa that gets to the Dyson Sphere, I believe you also have to be at level 50, there.
Hope this helps. Good luck!
What's my position?
That people should know what they're screaming about!
(paraphrased from "The Newsroom)
Im actually running a tactical toon for my federation. Just didnt want the tiny TRIBBLE defiant lol. And I already had a Galaxy class that I got from a mission
Lvl 35 Fed Tactical
Intrepid class vessel
Fore weapons: Plasma beam array Mk 6 [ACC]. Piercing dual tetryon beam bank Mk 6. Plasma torpedo launcher Mk 6.
Aft weapons: Plasma beam array Mk 8 [ACC]X2. Hargh'Peng Torpedo launcher Mk 4. Plasma-Disruptor hybrid beam array Mk 4.
Consoles: Science; Shield emitter amplifier Mk 6. Stealth module Mk 7. Flow capacitor Mk 6. Engineering; SIF generator Mk 7 and Mk 4. Tactical; Phaser relay Mk 6. Directed energy distribution manifold Mk 2.
Shields: Regenerative shield array Mk 8 [Reg]X2
Warp Core: Hyper injection warp core Mk 7
Imulse: Combat impulse engines Mk 6
Deflector: Neutrino deflector array Mk 7
BOff: Tactical; Torpedo high yield 1. Beam array fire at will 2. Engineering; Emergency power to shield 1. Boarding party 1. Commander science; Science team 1. Tractor beam 2. Photonic shockwave 1. Lieutenant science; Science team 1. Transfer shield strength 1
Reverse works well here too. Attack them and drop a bucket of mines. Then reverse your ship and they will come toward YOU. Their torps will be shot down by your mines, often.
If you lose shields, consider losing the torpedo skill in favor of tactical team. It balances your shield toward the side taking damage.
Reverse shield polarity is also sweet on your engineer --- lose boarding party for that. Spam balance shields equally when you use this and it will usually fill all 4 sides back to 100%.
Finally, in many fights, you are set up to be wiped out. Running away, healing, and then going back to fight on your terms is a working tactic for the "hey, you just spawned in the middle of 20 ships" scenarios.
Also I am thinking of finishing leveling to rear admiral and get one of the escort ships for when I rank up
Having Photonic Shockwave and/or Hazard Emitters on quick standby helps... but it's still a nasty fight. If it's any consolation, seeing the ****er finally explode is very satisfying - but you have to work hard to get there!
butcher suspect, "What'd you hit me with?"
Temperance Brennan, "A building"