This mission keeps kicking my butt. I haven't even made it to the target base yet. So, I've been doing exploration missions this week, up-arming and, learning about energy distribution. I have a Constitution-type cruiser with upgraded phaser arrays all around and quantum torpedos, and a quantum weapons console. My sci officer has useful stealth and ECM type skills. I picked up a pair of auto rifles for my landing party, so, I'm well equipped and ready. I'm about to try this mission again, maybe today if I have time to play.
What I really lack is a coherent plan.
So, what have you found successful? Should I try power to shields, power to weapons, or power to engines? Should I keep using my phasers to blast myself a path through the clouds? any friendly advice appreciated.
For your ship, are you using the TOS Constitution or the TMP Constitution? If you're using the TOS one you might want to upgrade to the TMP Connie as Secret Orders is a level 11 mission.
Also I would dump the stealth skills for your sci officer. Try replacing it a healing skill like Hazard Emitters or Transfer Shield Strength. Gives you more survivability.
For normal PVE mission, I always run max power to weapons. Unless I'm in my Vesta, but that ship works differently than all the others. Also don't forget to spend your skill points as you level up. Those can really make the difference in how you perform in combat.
Edit: I should also mention that since you're in the Briar Patch, don't fly right in the middle of it. Fly off to the side to avoid the gas pockets and don't engage any ships down the middle. Just go off to the side and shoot down the turrets that you need to for the mission requirements. After that go back off to the side and fly around the gas pockets to the base. You will need to destroy one ship in front of it. Then you just pick off the turrets at the base and you can beam down. You should be okay after that.
Dinosaurs with frickin' laser beams in STO? It's more likely than you think.
The first thing to know about STO in general public is that the skills you select on your bridge officers are more important than equipment choice. At this level, you don't have a bunch of abilities present, but as you continue try to take skills that synergize with each other and with your ship.
At this level, on the Lt commander cruiser you'll want beam arrays (all the same damage type), a tac console that boosts that damage type and maybe a torpedo for fun. Tactical team is probably your best bet for your bridge officer. In those two engineering skill slots I would suggest emergency power to weapons and shields. Tue science slot should have hazard emitters.
Don't fly straight into stuff - shoot the clouds as you get close and engage one enemy at a time. The same applies on the ground - fight from a distance. Use crouch and aim to maximize defense and damage. Make sure your science officer had a heal.
Not a TMP Constitution per-se, but still a tier 2 fed cruiser under the skin. I'm a sci officer. I just wanted a traditional looking ship at this level. At commander or captain, I'm going to start picking science vessels.
I've found it really useful to adjust the power distribution on my starships, too. I use the custum option and increase the power and shields to 75, causing engines and aux to drop to 25 each - but then remember to lock the options. Sure, My ships may have dropped speed, but I find the tradeoff better.
Also - don't be afraid to put more power into your shields if you're going into combat against higher level or multiple ships. No use having powerfull weapons if the enemy can cut your shields to shreds. Use you ship heals often - I usually don't left my ship hull hit 80% before I use my first one, normally the smallest heal. I can then afford to have my hull dip lower before using a stronger heal, banking on the fact my smaller one will recharge quicker.
No, I still cant do it. That Raptor escort keeps running circles around me while I feel like I'm driving a pleasure boat. I've taken down a hundred of these things. This one keeps beating the snot out of me. There must be a logical explanation. The fact that higher impulse speeds are not available to me might have something to do with it. If so, I must figure out how to compensate with other assets.
Last edited by javaman1969; 05-29-2013 at 03:56 PM.
The problem is a change to the Emergency Power to Engine Subsystem. The speed boost went from 5 seconds to 30 seconds. NPC ships that use EPtE got the same changes. So they are now flying around like jackrabbits on speed. It's playing havok on lower level play balance. And the system designers seems to be in a update freeze while they are doing game and infrastructure stability changes.