We have many in villains in STO and all have their own methods and ways of fighting us. Some are easy and others make you want to exterminate their homeworlds with prejudice because of how annoying they are. So in your opinion who is the worst to fight in game.
My Top 5
1. Tholians: the Orb Weavers are so annoying and I always get caught in their tractor beam and nets espically if you drive a small escort like the NX Refit which is my favorite ship in game.
2. Breen: While the frigates may seem easy at first, they have itchy tractor trigger fingers and always make life a nightmare against them.
3. Vaadwaur: They are tough and strong and they always run. You have to chase them down and if you are in a slow cruiser you can forget it plus their battleship long range cannons are also very annoying.
4. Undine: In the Battlezone they are not so bad but in TFOs where their fludic bubbles come into play its very annoying to fight the Undine because you have to dodge them and stay on target and the torpedoes which shut down your engines can really be taxing.
5. Iconians: They are easy to lock on to and don't really have much in the way of abilities like others but they are damage sponges. An alpha strike from an escort doesn't even kill a frigate unlike other species like the Klingons or Terrans. As a Tactical minded escort flyer its very annoying to put your full weapons on a target and come away without a kill. The Tzenkethi could qualify for this as well but they are not as bad as the Iconians in terms of damage sponges.
What are your top five annoying species in STO?
[SIGPIC][/SIGPIC] "This planet smells, it must be the Klingons"
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Vaadwaur: Hit like a truck.
Tholians: Murder on hanger pets due to their love of FAW.
Fed/Terran: Using a lot of the same abilities players do, and murder on hanger pets (especially escorts and their Point Defense)
Mo'Kai: Intel Powers
Hirogen: ->SUB NUC!<-
Mo'Kai because not only are the the Intel Powers annoying in themselves, they are made worse by the swarm tactics they use. Very few ships can take getting crossfired by a dozen or more enemy ships at once, and it is an all too common happening in the patrols and TFOs where they are the enemy.
Vaadwaur for the same hits like a truck problem. The fact that they tend to turn away is actually an advantage for escort captains (especially those with Intel specialization) so they are not quite as bad as they are for cruiser captains.
Fed/Terran Empire science ships. The others are not too bad once you kill all the science ones.
Anyone who spams tractor beams constantly, especially the ones who seem to have an even more powerful version of the tractor beam damage boffs or something. The Breen do it but so do some of the others (like for instance the Mo'Kai). It is bad enough that the tractor lock does not break until you get about fifteen km out, but getting four or five or more at once will kill a ship in a second or two.
I actually like taking on the Iconian ships in the standard TFOs (and occasionally episodes) since they tend to the "fewer but bigger" approach so even the intel stuff is manageable most of the time. The exceptions are things like the Kobayasi Maru onslaught phase where the area around the Maru is often literally filled with overlapping electromagnetic pulse bubbles. On the few non-event days my default goto TFOs are "Borg Disconnected" and "Herald Sphere" when I am just playing for fun and not hunting specific marks as part of tinkering with builds.
Not only that, but those red portals they love to spawn can kill anything really fast if there are multiple.
Tzenkethi: for obvious reasons
Terrans: grossly overpowered quantum torpedo spreads/TPDS strikes
Mo'kai: grossly overpowered torpedo high yields - not because of their damage numbers like with the terrans, although they are certainly far higher than other enemies with THY, but because of the sheer spam of them - you never fight mo'kai in small numbers, and while one or two volleys may be survivable, 10+ is NOT unless you have some form of damage immunity active
that's actually it - there are other species that are problematic, but only in specific circumstances (like the undine during step between stars with that horrid dyson trashmobile)
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
They share the same AI as Fed NPCs too. So for any instances where you're fighting Fed, you face the same thing.
Mo'kai, due to their use of intel abilities. Since when can Klingons make use of intelligence?
Voth, because their reflective shield means punishment for having a build that makes you succesful in the other 90% of the game. (With the exceptions being drain, torpedo and exotic builds.)
Na'kuhl, on the ground especially. If they'd at least ensured that there has to be a straight line and that there can be no objects between their temporal 'ghosts' and the real enemy, it'd be much better. There's no fun in having to run around to find the thing that makes the enemy invulnerable while it's shooting and throwing grenades at you.
Bluegills. Their digging doesn't make them more interesting, they're just annoying for prolonging the fight.
[3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
You forget about House Pegh during the Iconian War? Why shout when a whisper is just as deadly? Just because the prefered method is Rambo Glorious Charge, doesn't mean they aren't above being a bit sneaky when the situation calls for it.
We have a couple cases in canon of Klingons being devious and sneaky. Trouble with Tribbles had a Klingon posing as a human, and Star Trek 6 had Chang colluding with the Romulan Ambassador and elements within Starfleet to keep the Federation and Empire from signing a peace treaty.
The Klingons aren't bloodthirsty Orks from Warhammer. They are a proud warrior culture that is also quite smart. And sometimes... fighting from the shadows can actually just be as honorable as openly challenging your opponent.
but i only consider those annoying, not an actual 'MURDERKILL MODE ENGAGED!!!!!' problem like the ones i listed
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
2) Tzenkethi since they can hit like a freight train with the tetryon weapons and torpedoes, also they make grav well useless because of the cruisers healing the rest of the enemy ships when close together.
3) Breen, subnukes and tractor spam
4) Mokai, their intel abilities
5) Vaad'wuar, their artillery ships are hard to pin down and they hit hard.
The Vaad'wuar ground forces are annoying as well with their troops getting buffed by their tech units, the Overlords also hit very hard.
-Lord Commander Solar Macharius
Another irritation I have, particularly doing patrols (the one with the Lukari in particular), is when the Mo'Kai supercharge my impulse engines and send me flying halfway across the map. It's like "wait, what the..."
"There's No Way Like Poway!"
Real Join Date: October 2010
Imagine that ability in the TFO Gravity Kills... though I have been saved several times by a Mo'Kai doing just that in a patrol.
The Elachi have always been able to jump around. They just changed the animations to match a Spore Drive after linking them with the Mycelial Network.
Also... when faced with Viral Impulse Burst fighting Mo'kai... Engie Team is your friend.