After having played through "Brushfire" a number of times now, I have come to a conclusion.
And that is that the Son'a Dreadnought is the silliest ship design (performance wise) to come along in a long while. It's got the firepower and hull points of a dreadnought, the speed and turning radius of a heavy escort, and throws exotic abilities about like it's a full blown sci vessel. And don't even get me started on those PoS's that are Son'a fighters. Those things pack a punch like they're full sized destroyers, and so naturally getting beamed by six of the little pips while being dragged around by the nigh unresistable tow power of the dreadnought is aggravating as all hell. If not for the final Charlie Foxtrot of a space battle, I'd say this new story mission was almost perfect in it's pacing and balance. But it is in there, so, it's just more of the same as far as that goes.
And may RNGeezus have mercy on STO's game balance, if/when Cryptic starts handing these things out unchanged.
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As for the "Tow Power"... I think its supposed to be similar to what the Son'a Collector was SUPPOSED to do in Insurrection. The sails would collect Metaphasic Radiation after releasing something into the Ba'ku planet's rings to cause some kind of reaction.
My character Tsin'xing
I could imagine we get the first pilot-science dreadnought for real.
Sadly it will still be butt ugly so I doubt I’ll get one.
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It will single out the player and always follow them, no matter what. Cloaking, decoys, nothing breaks its aggro towards the player(s). It will also come to a complete halt and stop moving if there is no player currently alive on the map. Amusingly, you can also exploit that overly zealous behavior by looping around asteroids and laugh as it flies straight into and gets stuck on them.
The collector/regeneration mode only seems to deploy if something is actually within range. I'm not sure what the exact range is, but the cooldown seems pretty short.
What I really find amusing, however, is that the Dread can launch full sized attack cruisers in addition to fighters. (And why can the NPC Son'a Battlecruisers launcher fighters, but the Lobi version cannot?)
One time I flew off to a lower level of the map. Some distance under the Tzenkethi ship, which doesn't seem to move at all. It seems. however that this map is a sphere and not a cube. Constantly I got a message that I was on the border of the map and could not manoeuvre well. According to the mini map there ought to be plenty of space.
Another frustrating thing was not so much getting killed, which happens sometimes to me, but the fact that after respawning, the fight is over or almost over. The Npc's suddenly seems to be able to get the Tzenkethi and the Son'a killed in a fast way.
As for those Son'a fighters....... yeah they were a real pain in the backside, more so than the dreadnought itself. They are practically invisible in the murky Briar Patch map too.
My character Tsin'xing
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.'
I haven't had exceptional difficulty with the Son'a dread, however, but I tend to favor science-heavy large cruisers myself, so I may just be hoisting it by its own petard.
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My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
I find usage of a T'varo bomber/torpedo build is quite effective.
Sounds like my Vonph.
Hashtag DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM!
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
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-Lord Commander Solar Macharius
Didn't notice it being any "harder" then recent opponents.. however I did notice it following me like it had a death wish (as people in the thread have already mentioned).
It's like it didn't even have a second thought for its hull being obliterated by my Coalition FAW spam.
Just kept coming head long into battle.. Brave, if not a little stupid.
I think I would feel better if the "dreadnought"'s speed was reduced to a normal dreadnought speed. But right now, no matter what you do besides jam sensors, it will be right up your tailpipe sniffing your face.
If we get the Son'a "dreadnought" in a lockbox, it had better have the stats that are equal to the one in the episode, otherwise there will be lots of angry players.
So really, we're talking about some of the most STO player-like AI seen in the game to date: see goal, rush goal, fire everything.
Blast Em' !
(insert sw meme)
Yup just like it.
Edit: But I suppose it wasn't a complete cakewalk. I "almost" blew myself up a few times carelessly fAW'ing metreon clouds.
So indeed it was very STO player like (AI).
Maybe one day we'll be punished for going full FAW..
"You went full FAW ?!... Never Go Full FAW !!"
I'm a dreamer.
I think the Voth were the closest we got to that. Back when they first came out, I remember seeing more than a few BFAW boats tear themselves apart because they didn't know any better when the Reactive Immunity Matrix barriers and Aceton Mode/Drones came online. Aceton Assimilators tend to have that effect as well, but Gorn don't show up very often in endgame content.
I have seen rapid-fire cannon escorts make poor life decisions in the Voth zones.
I don't think the dread has that many hangers; but if it's running a lot of auxiliary power, it could be able to churn them out quickly.
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My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
Overloads from ship and frigates with the ship trait backed up with a torp spread can tear most of the son'a zippy ships health down to leave the rest ripe for something like the 3pc abilities from sets like the sunrise or iconian rep weapons.
Biggest thing to watch for is the tzenkethi dread that can bombard you from 15km away because it loves to ingore the klinks shooting at it.
The mirror Science ships (Vesta Class) have FBP and Kinetic reflect as well. They can also be a real pain for spacebar mashers like myself.
Yes Son'a Dreadnought is horribly overpowered, especially if your playing it for set on new characters in downscaled version, because it has all lv 60-65 abilities. So in the end this ship is not downscaled at all.
1. Its ignore your stealth following you like a homing missile, and if in range it will use its abilities (while you are in cloak) and occasionally fire at you from its hangar pets (so your cloak is useless against it).
2. Its constantly spamming hangar pets (there is almost no delay between pet waves).
3. It's hangar pets can fire tricobalt high yields, so horrible amount of damage while you are immobilized.
4. Son'a Dreadnought is much faster and nimbler that you.
5. Its magnetize ability, will draw anything near it, and immobilize this victims for short while.
6. While its solar sails are open, any energy damage will heal it instead of damaging. So all energy dmg is wasted.
7. Your NPC will obstruct your maneuverability (so dont fight close to them if you know that son'a will activate this magnetize ability), and in this state you will be singled out by hangar pets.
8. This ship is uber maneuverable and fast, but from time to time it will get speed boost (evasive maneuvers ?) and catch to you in no time.
9. From time to time it will use scramble sensors to force your NPC (and you to) to target one another.
10. Son'a tricobalt high yields not only deal massive dmg, push you around, but also delays your cool-downs, and clear some buffs from time to time.
Considering all this above, Son'a Dreadnought (NPC version) is the most overpowered ship in entire game.
But after such pain, getting Martok console is a worthwhile, still this battle is horribly stressful, especially for a cannon user.
*Sprays the odor neutralizer*
Necro!
Just FYI @varethael , Posting in threads with a last post-by date of more than thirty days is frowned upon. You should have started a new thread.
I hope you return some day.
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Phasers can vaporise things.
Ok, kill it with phasers!!
My character Tsin'xing