I am Fleet Admiral and I am constantly dying in space combat. I am playing Where Angels Fear to Thred and I cannot penetrate the second Borg cube shields becouse it insta kills me. It also happend in Jabberwocky. I can't penetrate the Mirror Unierse ship and I always die. I'm pretty deprate, please, help me.
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Answers
Once gear is sorted, then it's pilot school. Never take on more than you can handle, try and skirt around the outside of clusters of enemies and draw them out/separate them from each other.
Once you get to the delta quadrant onwards the game comes down on you like a ton of Gagh and never relents really if you aren't prepared.
One more thing. Your specialization. Which ones are you using and have you put points into them? I usually go for Pilot first, at least until I get Rock and Roll. Rock and Roll is a great ability, as it protects you against damage while you're barrel-rolling. Much-needed against those Vadwaar cluster torpedoes.
Here is the short version...
Upgrade your weapons to to Mk XIV. The increase to the base damage from Mk XII to Mk XIV is 53%. Upgrade your tactical consoles to Mk XIV as well.
Skip ahead to the Solanae Dyson Sphere story arc. The first mission in that story arc is "Circle of Influence" (it offers a choice of an antiproton omni-directional beam array and Obelisk warp core, among other things). After that some other "mini" missions that are what I would classify as "orientation missions" that simply introduces the Dyson Sphere to you. You actually want to get to the mission called "A Step Between Stars".
It is an annoying mission since you need to command a T5 Dyson Science Destroyer that you cannot customize including not being able to use your own Bridge Offers (Boffs). It makes combat a pain... The mission offers you 3 out of 4 pieces of the Solanae space set. The 4th piece is the Solanae Warp Core which comes with the 2014 Anniversary Dyson Science Destroyer Event Ship. Basically, you cannot get it unless you want to spend 600 Lobi Crystals to buy the ship from the Lobi Store (per character).
The deflector is the best gear of the 3 from the mission. You must play the mission 3 times to collect all three pieces. The 3 piece space set is defensive so it can keep you alive longer. It was a very good set when it was initially released. There are now newer space sets as mission rewards that are generally better (depends what you want to focus on) so the Solanae space set is not as great as it used to be.
https://sto.gamepedia.com/Solanae_Hybrid_Technologies
There a number of missions as you go through this game where, yes, for some strange damn reason you are instantly outclassed. Frankly the game does not prepare you for such times, and the two missions that you cite are great examples. It's not about loadout either. This is a flaw in this otherwise quite fun game. Balancing and stuff should not be a requisite for the single player missions as there are ample ways to test your gaming skills (and better loadouts) within other aspects of STO (PVE/PVP).
Take a look at what energy types your opponent is vulnerable to and equip that stuff if you have it, yeah might want to save tetryon, polaron, etc. consoles and weapons in your bank for these times.
Hang in there and keep at it, it may frustrate you now, but it becomes doable later on.
Pilot is also good because of the increase to shield hardness opposite damaged facings (Lets you keep moving, and good for retreats as well), and immunity to Warp Core breaches (keeps you from damage by exploding ships once every few seconds)
And yes, a MK XIV Solanae set is basically SUPER handy.
> Rock and Roll is a great ability, as it protects you against damage while you're barrel-rolling. Much-needed against those Vadwaar cluster torpedoes.
Rock'n'Roll saved my life countless times - both in STO and RL...
Me too, in STO. Don't have a reason to do barrel rolls in a car lol. But yeah, RnR is the best thing to hit STO. Also Evasive Maneuvers will shoot you away from the torpedoes before they go off.
I love pilot just because of it, can take or leave the rest of the tree as I like Intel better otherwise but rock and roll will be awesome forever.
All you need is an understanding of basic build theory, and the observation that there is loads of VR XII gear available from doing mission content.
This link is a great place to start: https://sto.gamepedia.com/Episode_replay
So, first get access to a T5 / T5-U or T6 Cruiser or Escort type ship. Anything as long as its not science heavy.
Next decide between beams and cannons, and choose an energy type.
Now, go through the episode replay list and find missions you have access to that will give you a Space set (engine/shields/warp/deflector) that suits your play style, as well as which episodes give you access to tac consoles that boost your chosen damage, and weapons that inflict that damage. If you are going with an escort type ship you want the 45 degree weapons for the front, and omni directional weapons for the back. Cruiser types you just load up with 270 degree weapons. Hopefully there is a weapon set that supports your damage type. Typically a console, torpedo, energy weapon and 360 degree energy weapon. Ignore the torpedo but complete the rest of the set.
This takes care of your front and rear weapons, engine,shield,warp core and deflector, and all your tac consoles are filled with damage boosts. Your engineering and science consoles are up to you, but there are 3 unique VR XII consoles available from episodes that you will want: Console - Engineering - Polaric Modulator, Console - Science - Temporally Shielded Datacore, Console - Engineering - Trellium-D Plating.
Your Devices should be the Nimbus Pirate Distress Call (or Delta Alliance Reinforcements beacon) and the Subspace Field Modulator (all episode rewards).
NB. Whenever the Phoenix Prize Packs are available do them until you can get the Red Matter Capacitor.
In terms of your actual skills, you need to get boffs trained up - because we are assuming no quality DOFFs yet to assign to space duty the core of the build is going to be two copies of Tactical Team I. Your remaining tac skills will be the skills that boost your beam & cannon damage, and any further slots would have Attack Patterns. Your Engineering skill selections would include 1 or 2 Engineering Team for hull heals, emergency power to shields / weapons, and then skills like directed energy modulation. Your science skills are polarize hull (situational crucial to throwing off tractor beams), hazard emitters and other skills that boost / repair your shields and/or tractor/repulsor beams if you find them beneficial to your playstyle.
Now, between the skills you have trained and those obtained from equipment and your captain I arrange them roughly like this:
* anything that does a situational attack against a target goes into my first action bar.
* The two tac teams and anything that boosts energy levels / weapon damage generally goes into the next.
* resistance buffs, shield repair buffs, hull buffs or repairs go into the next action bar, in that order.
* "other" skills then go into the last action bar.
This makes it easy - with or without keybinds - to ensure TT is always up (and rebalancing shields) - damage buffs and ship heals are likewise easy to reach.
This will give you a solid ship that can do well in all normal content, and you can now think about reputation gear, fleet gear, upgrading to XIV/Epic.