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Lt. Commander
Join Date: Dec 2007
Posts: 120
I've got a Galaxy-class Exploration Cruiser; here are the weapons, deflector, shield, etc. I'm using:

Fore Weapons:
Dual Phaser Beam Bank Mk VII
Plasma Beam Array Mk VII [CrtD]
Dual Plasma Beam Bank Mk VII
Plasma Torpedo Launcher Mk VII

Deflector
Positron Deflector Array Mk VII [Em] [ST]

Shields
Shield Array Mk VII [Cap] [Reg]

Impulse
Combat Impulse Engines Mk VII [Spd]

Aft Weapons
Photon Torpedo Launchers Mk VIII
Photon Mine Laucher Mk VII
Chroniton Torpedo Launcher Mk VII

Devices
Red Matter Capacitor
Weapons Battery
Auxillary Battery

Consoles:
Engineering - Injector Assembly Mk VIII
Engineering - Diburnium Hull Plating Mk VII
Engineering - Field Emitter Mk VIII
Science - Graviton Generator Mk VIII
Science - Holomatrix Diode Mk VIII
Tactical - Variable Geometry Detonators Mk VIII
Tactical - Phaser Relay Mk VIII

Button Abilities
Emergency Power to Shields I
Boarding Party I
Torpedo: Spread I
Dispersal Pattern Alpha I
Transwarp
Tractor Beam I
Tachyon Beam II
Emergency Power to Auxiliary I (On that note, I noticed that the word is spelled differently both times it's mentioned)
Extend Shields II
Reverse Shield Polarity I
Fire on My Mark III
Ramming Speed II
Brace for Impact III
Red Matter Capacitor
Aceton Field II
Weapons Battery
Auxillary Battery
Abandon Ship I
Attack Pattern Alpha III
Photon Mines
Plasma Array
Dual Phaser Banks
Photon Torpedo
Evasive Maneuvers III
Chrontion Torpedo
Dual Plasma Banks
Plasma Torpedo
Tactical Initiative II

I'm at Captain Level 7 and I've been trying for almost a half hour to 45 minutes to beat this ship. I consider myself the kind of guy not to quit until I get it done, but, with this ship, I just couldn't handle it. It just kept blowing me up...over and over and over.

It was like I was trapped in that temporal causality loop from TNG in "Cause and Effect". lol

So what I wanted to know from everyone else who did this was two things, if possible.

1) What methods did you use to destroy it?
and
2) Looking at my setup, can you recommend a way that I could kill it?

I was hoping to finish this mission tonight and make Captain 8 before I go to bed, but I'm just too tried and overly frustrated to deal with it anymore tonight.

I chose this mission because I love the Mirror Universe storyline and I figured, I'd take a shot at the I.S.S. Molly and try my luck; if I killed it, I'd get a double reward since those hours to finish the mission paid off and I advanced in rank.

Thanks for all the replies, everybody! Live Long and Prosper!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-16-2010, 01:59 AM
Quote:
Originally Posted by TOSLover
Button Abilities
Emergency Power to Shields I
Boarding Party I
Torpedo: Spread I
Dispersal Pattern Alpha I
Tractor Beam I
Tachyon Beam II
Emergency Power to Auxiliary I (On that note, I noticed that the word is spelled differently both times it's mentioned)
Extend Shields II
Reverse Shield Polarity I
Fire on My Mark III
Brace for Impact III
Aceton Field II
Attack Pattern Alpha III
Evasive Maneuvers III
Tactical Initiative II
Hi there,

I won't comment in too much detail on your specific equipment. I will offer a few guidelines regarding it.

First, load weapons you are skilled in (if any). Make sure you are capable of hitting your target with them (i.e., your firing arcs are appropriate to your turn rate). So if you find yourself not constantly dealing damage to your target, you need to reconsider your weapons loadout to suit wider firing arcs (e.g., 1 torpedo launcher fore, 1 torpedo launcher aft, rest beam arrays). I personally prefer phasers + quantum torpedoes. If power drain is a concern for you, load EPS Flow Regulator consoles.

Second, ditch the mine launcher. It is really only useful for faster, more agile ships that can deploy them point-blank in strafing runs, to be used when target shields are down.

Third, get a resilient shield. Once you learn how to keep your shields up at all times, you will subsequently find that bleedthrough damage becomes the larger issue.

Lastly, earn exploration badges and upgrade your gear at the exploration vendors (Ship Requisition room, Earth Spacedock). Once you decide on your ability loadout (below), select equipment that appropriately maxxes the abilities you will be using (e.g., 3x +Hazard System consoles if you will be using Hazard Emitters, etc.).

===

Regarding your abilities loadout, I see you have a mix of AOE and single-target abilities in there. For this (and just about every PVE) encounter, you should consider loading only single-target abilities. For example:

Tactical:
-Torpedo: High Yield
-Beam: Overload
OR
-Beam: Target Subsystem Shields

Engineering:
-Engineering Team
-Emergency Power to Shields
-Reverse Shield Polarity
-Auxiliary to Structural (optional)

Science:
-Science Team (not necessary for this particular encounter, but -always- handy in case of Viral Matrix)
-Hazard Emitters

If you notice, I don't specify ranks or copies (in terms of the Engineering slots). That's up to you to decide. Also remember that these are just examples, but it is a fairly 'standard' loadout for most cruiser captains.

Group abilities like Extend Shields are not useful here or in solo encounters, unless you are doing this mission with other players (in which case, most definitely keep it, and make sure they have it too).

Lastly, note that the majority of the support abilities also provide you with resistance buffs, in addition to 'healing'. Resistance stacking is vital to surviving any encounter.

===

Regarding actual gameplay, here are a few tips.

First, if you take doubles of any short cooldown abilities (e.g., Emergency Power to Shields, or Engineering Team), make sure you are constantly activating them every available system cooldown (i.e., every 20 seconds).

Second, take notice of which abilities use which systems, so know which systems are shared. Planning your cooldown rotation is very important when planning how to stack resistance.

Third, keep spamming your shield power distribution!

Fourth, make sure your power levels are set appropriately. In PVE this usually means max weapon power and rest into shields or AUX (most definitely AUX for the T4 cruiser). Remember that shield power is augmented by constant use of Emergency Power to Shields.

Lastly, make sure you are applying your Tactical debuffs on target (and Tactical buffs on yourself, of course) whenever possible.

===

Let us know how it goes. Good hunting!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-16-2010, 02:40 AM
I got really really lucky this time...lol I was just about to quit for the night and try another mission to get to Captain Level 8 (I was, at that time, 230 points away), but there was someone right in front of me who was facing the exact same problem I was. He suggested we team up.

We did and we both finally beat it.

My advice to anyone having a problem with it alone is to search out anyone who's doing that same mission and team up with them; two heads are definitely better than one...especially in this case.

I greatly appreciate your assessment of my skills; I'll definitely put your suggestions to good use!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-16-2010, 07:02 AM
Glad to hear you made it, I'd like to comment on your setup, though. As I did this mission in a science ship (good old Intrepid) geared towards survivability, so I had a different experience.

I fly a Sovereign, too, but I would never mount a Dual [whatever] Beam Bank on it because I don't think I could keep my bow pointed to the enemy. Its 90 firing arc is just too restricted for me. Given the abysmal turn rate of the Galaxy this applies even more.

I see you have 3 different torpedo types mounted on your ship. I doubt you have skilled them all 3. It would be better to just decide on one weapon type (torpedos and energy) skill that one to at least 5, and use it consistently.

If you don't know where to get good gear, do exploration. For 3 random missions, you will get 75 badges which will net you roughly 1 uncommon weapon from a badge vendor in Sol. The badge vendors for ship equipment can be found in the room upstairs where you bought your ship. (Don't know tha name, sry) You can also buy consoles, deflectors and shields there. As a Captain you will want to do exploration in the Rolor Nebula or the Betreka Nebula, where you will get Mark 4 badges which will get you Captain gear. But as you already are Cpt 8 you might want to go to the Zenas Expanse, you will get Mark 5 badges there which will give you admirals gear.

From your science abilities, I see you are not using Hazard Emitters or Science Team or Jam Targeting Sensors. I like these skills very much and suggest you try them on a dummy BO just for a quick test. Hazard Emitters is a HoT (around 11k on my ship) Science Team helps your shields and Jam Targetig Sensors will prevent the opponent from attacking you around 15s. These abilities alone would have helped you a lot in your fight.

Without the ability "Photonic Officer" you can drop the Holomatrix diode, it won't give any usable bonus. Put another console there that helps your science abilities. Tachyon Beam would be a Deflector Dish ability and Tractor Beam a Tractor (Emitter) ability.

First I frowned as you are not using an EPS console, but with so little energy weapons, you don't need it. Be prepared, should you change your configuration to beam weapons, you will most likely need an EPS console (forgot the name, though, I am getting old) to keep weapon power high.

Hope I could help, keep in mind this resembles my playstyle, which may not be compatible with yours,
Regards
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-16-2010, 10:26 AM
One huge suggestion I would make is get Jam Sensors I or II (or both) on your Sci BOs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-16-2010, 05:14 PM
errr... the Molly isnt that hard, took 5 minutes for me to beat it.

Here's my loadout
Galaxy Class

2 Dual Beam Arrays MK VIII
2 Quantum Torpedoes MK VIII

AFT
2 Phaser Beam Arrays MK VIII
1 Quantum Torpedo MK VIII

Covariant Shields MK VIII [Regen]

Efficient MK IV Impulse

Beam Overload I
High Yield II
Emergency Power to shields I
Emergency Power to shields II
Engineering Team I
Engineering Team II
Aceton Field II
Jam sensors I
Science Team II

Approached the molly, Fire on my Mark III, Attack Pattern Alpha and jammed it and fired beam overload into it's side shields, beam overload took shields to 30%, continued volley while firing high yield 2. thanks to global cooldown a 4th torpedo fired less then 1 seconds after HY finished it's volley. The beam overload took her shields to about 28% or so, roughly, and the phaser followup continued to soften her enough for 1 torpedo to finsh her shields and 3 to hit her hull... 60% hull remaining after the 1 volley.

After jam sensors cleared, did an "evasive maneouvres" turn to present rear weapons AFTER firing aceton field, fired another HY II into her crippled shield from the aft launcher, kept ******g around after that, sticking with her damaged shields and blasting the frak out of them with my two forward quantums, 1 every 3 seconds, total kill time about 5 minutes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-16-2010, 06:13 PM
It's really that hard? He got one shot off just after my scramble sensor's wore off. By that point I had unloaded pretty much everything I had on him. One last salvo and he was toast.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-17-2010, 07:39 PM
I really struggle to finish this mission to, in my tactical escort . I think i did try at last 10 time to kill this ship. I've try different setup and different combo of weapons. Until i had my Science officer to train a sensor jamming skill, i dont remember the name of the skill. With that i successfully jamed him long enough to kill it.
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