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Can't get past a stuck point

Okay, not sure where this would go but figured general discussion would be a safe spot. I'm trying to do the Jabberwocky mission, and I get as far as to cross into the mirror universe and defeat the two Terran Empire frigates. But when it comes to the science vessel and the cruiser I just cannot take them out. They either destroy me or by the time my ship and shields are healed enough to re-engage them, they've also repaired their damage, so it just keeps going on and on. I tried watching a Youtube walkthrough and the guy cuts through them like their hulls were made of tissue paper, but I can't repeat his success. At first I thought my ship was underpowered so I went into the exchange and upgraded all my systems. Apparently that wasn't enough. I still have problems and I'm on the verge of losing interest. Could anyone please help me figure out what I'm doing wrong?

Comments

  • rangerryurangerryu Member Posts: 284 Arc User
    well,what gear,ship and lvl are you to start off with?
  • gholendhorgholendhor Member Posts: 447 Arc User
    A little more information would help you get an answer.What is your characters specialization(Eng,Tac,or Sci)?What ship are you commanding?But for now,here are some tips.If you haven't done it already,change your traits to maximize you space abilities,also check and see that all your skills points are spent.Put some duty officers on active duty for space.Set your power levels to weapons so they pack a little more punch.Ask a fleet mate to accompany you on the mission.
  • fovrelfovrel Member Posts: 1,448 Arc User
    Don't know if we are dealing here with the same issue, but the other day I was doing a mission and I could not kill ships. I engaged, shot at them, but their health stayed at 100%. I took damage though. It turned out I forgot to do a dialogue, which 'activated' the mission. Sometimes it is not always clear what triggers mission progress. You have to stay on the path Cryptic has laid for you.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Have you checked if you accidentally switched to Advanced or Elite difficulty?
    Also, is your weapon power set to the maximum?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • ltminnsltminns Member Posts: 12,572 Arc User
    I just played that Mission for the first time last night on my Fed Science Fleet Admiral in a Fleet Jupiter. The Terrans went down like melting butter like you stated in the OP in that YouTube video. But, while doing the entire revamped Cardassian Arc last night, what @fovrel said; if you don't answer a dialog box sometimes nothing happens.

    As others stated what is your build, and check your difficulty level.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • apolloracerapolloracer Member Posts: 15 Arc User
    edited January 2016
    I'm Fed Tac, commanding a Nobel-class assault cruiser. For fore weapons I have a Plasma array, dual tetryon bank and two quantum torpedo launchers. Rear weapons are two tetryon arrays, a tricobalt launcher and a quantum mine launcher. My shield is a Covariant shield array. All are mk XIIs. My tactical consoles are all geared toward increasing their damage. I have a shield amplifier and sensor probes for science consoles, and for engineering, ablative armor, SIF generator, field emitter and plasma distribution manifold. As far as I know, my difficulty is normal as I've never messed with it. I'm not in a fleet, although I do have Nimbus Pirate Distress Call, though their help is limited. All skill points are spent, though I didn't think to activate duty officers. I'll try that.
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  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    azrael605 wrote: »
    I'm Fed Tac, commanding a Nobel-class assault cruiser. For fore weapons I have a Plasma array, dual tetryon bank and two quantum torpedo launchers. Rear weapons are two tetryon arrays, a tricobalt launcher and a quantum mine launcher. My shield is a Covariant shield array. All are mk XIIs. My tactical consoles are all geared toward increasing their damage. I have a shield amplifier and sensor probes for science consoles, and for engineering, ablative armor, SIF generator, field emitter and plasma distribution manifold. As far as I know, my difficulty is normal as I've never messed with it. I'm not in a fleet, although I do have Nimbus Pirate Distress Call, though their help is limited. All skill points are spent, though I didn't think to activate duty officers. I'll try that.

    Using different energy types on the same ship is not a good idea generally, also using way too much projectile weapons. You need to have all your energy weapons be the same type, ie all plasma, all tetryon, all disruptor, whatever, and restrict yourself to a max of 1 torp/mine per front or rear arc.

    This is the best advice. Also, all your tactical consoles should be of that one energy type that you're using. Another thing to remember is that your ship power levels should be set to weapons.
    FaW%20meme_zpsbkzfjonz.jpg
    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • salazarrazesalazarraze Member Posts: 3,794 Arc User
    I'm Fed Tac, commanding a Nobel-class assault cruiser. For fore weapons I have a Plasma array, dual tetryon bank and two quantum torpedo launchers. Rear weapons are two tetryon arrays, a tricobalt launcher and a quantum mine launcher. My shield is a Covariant shield array. All are mk XIIs. My tactical consoles are all geared toward increasing their damage. I have a shield amplifier and sensor probes for science consoles, and for engineering, ablative armor, SIF generator, field emitter and plasma distribution manifold. As far as I know, my difficulty is normal as I've never messed with it. I'm not in a fleet, although I do have Nimbus Pirate Distress Call, though their help is limited. All skill points are spent, though I didn't think to activate duty officers. I'll try that.
    The first most general thing that you need to know is that as you progress in level, the game becomes a DPS (damage per second) race. The game can be forgiving at first, but later on you'll need to actually be able to set a build and use your gear correctly or you won't be able to continue. You seem to be at that point now.

    You are using 4 different kinetic weapons so that's a big problem right there. You should switch to using only 1 fore and aft kinetic (torpedo/mine) weapon. Preferably torpedo BTW. Also on that ship, you should use 6 identical damage type beam arrays (not banks) and align your ship facing to the side of the enemy only turning towards it occasionally to fire your torpedoes. You'll be facing it sideways so that all 6 of your beams can attack it simultaneously. Also, like others said, make all of your tactical consoles boost the damage type that you choose for your beam arrays. This will give you the biggest damage boost.

    Set your weapons power to 100. Be sure that you're using buffs that compliment your gear. Beam Fire at Will, Torpedo Spread, emergency power to shields/weapons etc. Always use tactical team as well. Always. If you want to chat in game or get some more help. Message me @salazarraze

    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
  • gholendhorgholendhor Member Posts: 447 Arc User
    here is a nifty web site to help display your STO ship builds,Don't know if you already know about it.This will help you show what you have going on with your ship.

    http://www.stoacademy.com/

    Now some more advice.What everyone has said is sound,same energy weapon type,one projectile launcher for fore and aft.Your ship is a nice ship,but for full tactical advantage for a tactical captain you might want to try out an escort vessel,with dual heavy cannons on the front and your projectiles and beam arrays in rear.For the energy type for your weapons,antiproton is the high damage go to type.For shields you should have the Reman shields that is a reward from one of the Romulan story arc missions.those shields are pretty good til you can get reputation gear.Switch out your shield amplifier with a field generator.Amplifier gives better regeneration,but field generator give you more shield points.Swap out the sensor probes for another field generator,unless you have a Sci officer stationed who has Viral Matrix and Scramble Sensors.If your Sci officer doesn't have those abilities the probes are doing nothing for you.your engineering consoles need a change out,use armor consoles,and a RCS Accelerator for better turn rate.The consoles you are using just help with power levels,but not enough to make any difference(in my opinion others might disagree with me).
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I'm Fed Tac, commanding a Nobel-class assault cruiser. For fore weapons I have a Plasma array, dual tetryon bank and two quantum torpedo launchers. Rear weapons are two tetryon arrays, a tricobalt launcher and a quantum mine launcher. My shield is a Covariant shield array. All are mk XIIs. My tactical consoles are all geared toward increasing their damage. I have a shield amplifier and sensor probes for science consoles, and for engineering, ablative armor, SIF generator, field emitter and plasma distribution manifold. As far as I know, my difficulty is normal as I've never messed with it. I'm not in a fleet, although I do have Nimbus Pirate Distress Call, though their help is limited. All skill points are spent, though I didn't think to activate duty officers. I'll try that.
    In addition to what I said before...
    1. The best bonuses from tactical consoles come from those that are based on energy type. That means it's best to not mix energy types and equip the appropriate tactical consoles.
    2. Torpedoes can work, but usually not on a Cruiser. (Science Vessels with a focus on other kinetic damage dealing abilites usually excel at this). You don't need to give them all up, but more than on per facing is probably ill-advised. Tri-Cobalts also are too easily intercepted in my experience to be worth using. Until you have access to special reputation torpedoes (Neutronic and Gravimetric?) or mission (Quantum Phase Torpedo?), you are probably best off with Quantum or Photon Torpodoes.
    3. On a Cruiser, Beam Array builds tend to work best. Beam Fire At Will is the best tactical buff you can get for them. One might argue it's the single best weapon buff overall. Remember to keep your weapon power levels high, which might require slotting powers like Emergency Power to Weapons, or equipment that increases your weapon power or increases energy transfer rate. (EPS FLow Regulators for example.)
    4. If you have problems surviving, Emergency Power to Shields (Engineering) and Hazard Emitters (Science) and Tactical Team (Tactical) are three of the most useful skills:
      While actice, Tactical Team automatically redistributes your shields to the facing that needs them most.
      Emergency Power to Shields increases your shield power (which increases shield regeneration and slightly lowers the damage you take to shields), adds shield hardness (lowers the damage you take to shields again), and a small shield heal.
      Hazard Emitters is a hull heal over time that also clears some debuffs and plasma fires, and adds a bit of hull resistance (lowers the damage you take to hull.)
      Science Team, Engineering Team, Auxiliary to Structural Integrity Field and Transfer Shield Strength can and will also help your survival, but don't overdo it! Remember that you also want damage buffs. The quicker the enemy dies, the less time you need to worry about healing. You need a reasonable level of base survivability, beyond that damage output should be your focus.
    5. Stay on the move. With a beam array build, you want your broadsides on the target, since that's where your arrays firing arc overlaps and you'll deal the most damage, but you should never sit around for long - circle your enemy if necessary. The slower you are (or worse, if you're stationary), the lower your defense and the more damage you will effectively take.
    6. As Tactical Captain, you have access to the most potent Captain damage buffs. Attack Pattern Alpha buffs you, Fire on my Mark debuffs the enemy, Go Down Fighting and Tactical Fleet buff your damage again. Use the buffs, don't shy away from using them all together.
    7. Regarding Duty Officers: Damage Control Officers might be one of the most common type of DOFFs, and their ability to lower the cooldown of Emergency Powers can be very helpful - you need only one Emergency Power to Weapon and one Emergency Power to Shield, and can have a very good uptime (e.g. the power recharges so often and runs so long that you can have them active most of the time.), leaving the rest of your bridge officer slots for other purposes.
    8. Also try to get some sets, be it from reputations or missions. The set bonuses often buff your ships in neat, helpful ways and you don't need to worry about activating or disabling these abilities. Some of them have heal abilities, these might be a good first start.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • commanderkassycommanderkassy Member Posts: 1,005 Arc User
    Apolloracer I sent you a PM. Feel free to contact me in game and I will help you get oriented.
    ♪ I'm going around not in circles but in spirographs.
    It's pretty much this hard to keep just one timeline intact. ♪
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    What's the name of your character?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • apolloracerapolloracer Member Posts: 15 Arc User
    He's Jackson Randall, markhawkman. Looking at my ship and the advice from everyone here, I'm finding it a little hard to believe I've gotten as far as I have. You'd think my experience with World of Warcraft would have helped me here, but apparently I haven't been able to apply the knowledge I got there to here. So far, I've swapped out weapons - I have 6 tetryon arrays, 3 for each facing, and I kept the quantum torpedoes. I just moved one aft is all. Took out the TCD console for a tetryon pulse generator, but I kept the zero point quantum console for the torps. Working on the rest, but I'm a bit peeved now cuz I wasted all those energy credits for upgrades only to wind up getting rid of half of them.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Jackson Randall@apolloracer?

    I tried looking that name up on the gateway, but it's probably spelled wrong somehow.

    example: http://gateway.startrekonline.com/#char(Beltran@marhawkman)/ship-equipment
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • apolloracerapolloracer Member Posts: 15 Arc User
    Sorry. On gateway it's Randall@ApolloRacer616
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Sensor probes? not useful very often. another shield console would be better. What kind of Conductive RCS are you using? I'd toss the generic RCS. Hmmm what are the skills you're actually using? that part of Gateway is extra glitchy. (It tries to show every skill your boffs know) For that ship I'd recommend not using two THY. FaW is probably going to help more often. EptW and EptS are good to have. One torp skill is ok, but two is overkill on a cruiser.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • xariamaxariama Member Posts: 161 Arc User
    edited January 2016
    How about fixing the ridiculous lag that happens in this mission more often than not? I've tried it exactly twice, and both times, Leeta whips out the Lag Generator and makes the mission completely unplayable because can't move, can't fire, take a boatload of damage... almost not worth finishing. Can't run from them either, because you lag out, and mysteriously, they're within weapons range again. Completely ridiculous and unplayable mission.
    Lane Bjorn Jorgensson, Captain, ISS Voltaire

    Here's a map to show how much they've screwed up the game map.
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