Lt. Commander
Join Date: Jun 2012
Posts: 130
Hi, i have been playing the undine missions and i am currently stuck on FD, on the part where you need to destroy the vilas battleships, i did the mission and everything went fine, i killed the other ships, no problems whatsoever, but now this vilas keep regenerating!, i have fought them for HOURS, from a distance (more than 5 kilometres) and at point blank (literally touching them), while they use different abilities depending on the distance i am from them, no matter what, every time i drop their hulls to less than 50 (even down to 33%), they use this sort of undine version of hazard emitters and they regenerate to 100% again! O___O, i logged out and in, closed the program and re entered but the problem still persist, does anybody has any idea on how to solve this?.
Thanks a lot for your help!.
Yuxtapuestoelmono, not "Lmrt"
Lt. Commander
Join Date: Jun 2012
Posts: 130
# 2
06-30-2012, 12:22 AM
Hello, anybody has any idea on this?.
Yuxtapuestoelmono, not "Lmrt"
Career Officer
Join Date: Jun 2012
Posts: 3,149
# 3
06-30-2012, 04:34 AM
Hmm. I can't say I have ever encountered this myself.

It may be something buggy, or you really need to get better weapons and a better power selection.

In case it's not a bug:
0) Check your difficulty level.
1) Make sure you run high weapon power and that you run a lot of energy weapons.
2) If you use beams, beam overload and beam fire at will are good damage buffs.
3) If you use Dual (Heavy) Cannons, Cannon Rapid Fire is your poison of choice.
4) Attack Pattern Beta or Omega can complete your set of tactical offense oriented powers.
5) If you're a Science Captain, use Subnucleonic Beam when the enemy uses this power to immediately end it. (I presume that this buff can be removed like any other buff)
6) You may also try to use Photonic Shockwave or Tri-Cobalts. The stun effect can remove some effects and also temporary makes the enemy unable to use his powers. But you need to be fast then to utilize this moment of weakness.
Career Officer
Join Date: Jun 2012
Posts: 3,149
# 4
06-30-2012, 05:05 AM
Okay, I just replayed the mission as Vice Admiral with a Science Vessel. I see what you mean, their hull regeneration repairs them completely. But they cannot use this power all the time, and I could always bring them down after their first use of the power before they could use a second one.

My Build was:

Recon Science Vessel
  • Weapons: Front 1 Beam Array, 1 Quantum Torpedo, 1 Tri-Cobalt; Aft: 2 Beam Arrays, 1 Quantum Torpedo (all beam arrays phaser)
  • Class: Science Captain
  • Ensign Tactical: Tactical Team
  • Lt. Tactical: Tactical Team, High Yield Torpedo
  • Lt. Engineer: 1 Emergency Power to Shields 1, 1 Emergency Power to Shields 2
  • Lt.Cmdr Science: Tractor Beam, Transfer shield Strength, Photonic Shockwave
  • Cmdr Science: Transfer Shield Strength, Hazard Emitters II, Hazard Emitters III, Viral Matrix.
Energy Levels (set value / effective value)
  • Weapons: 100/116
  • Shields: 25/45
  • Engines: 25/50
  • Auxillary: 85/50
Relevant Skills:
Starship Weapons Training 6 Ranks, Starship Projectile Weapons 6 ranks, Starship Targeting Systems 6 ranks, Starship Energy Weapon and Projective Specialization 3 ranks each.

"Tactics:"
  • In the first fight I used most powers a bit.
  • In the second fight I only used High Yield Torpedo and a bit of Emergency Power to Shields. And Distribute Shields, of course.
  • Third fight only with Distribute Shields and HYT. (The third fight is at the end of the mission.)

A Cruiser or math-forgive an Escort should easily beat my damage output.

Last edited by mustrumridcully0; 07-04-2012 at 10:03 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 130
# 5
06-30-2012, 09:32 AM
Well very interesting reading, thank you VERY much for your help!
My ship:

Advanced Heavy Cruiser Retrofit
Breen engines mk xi, Jem'hadar shields mk xi, positron deflector mk xi purple.
Front Weapons: 2 mk xi purple antiproton dual beam banks, 1 mk xi purple rapid reload transphasic torpedo, 1 mk xi purple Tri-Cobalt torpedo.
Rear Weapons: 2 mk xi purple antiproton beam arrays, 1 mk xi purple quantum torpedo, 1 mk xi Hargh'peng torpedo.
Engineering consoles: blue mk xi neutronium, blue mk xi sif, transwarp computer, enhanced plasma manifold.
Science consoles: purple mk xi inertial dampeners, purple mk xi biofunction monitor
Tactical consoles: blue mk xi antiproton mag regulator, purple mk xi warhead yield chamber, automated defence turret

I am an Engineering captain, my officers space abilities are beam overload i, high yield torpedo ii and attack pattern omega i for my tactical (one officer in this ship), engineering team i, reverse shield polarity i, emergency power to shields iii and eject warp plasma ii for the first of the officers, emergency power to shields i and aux to structural integrity field i for the second officer and emergency power to weapons for the last one (three eng officers in this ship.
Finally, my science officer has science team i and hazard emitters ii (one scy officer in this ship).

my energy tab values are (taken in the sector space):
75/70 for weapons, 75/70 for shields, 35/30 for engines and 35/30 for auxiliary, i must note that i use this configuration only in combat (otherwise i run all balanced or all power to engine tab if i am in a rush).

Again, thank you VERY much for your help!, i hope that the information i am providing you is correct or useful.
Yuxtapuestoelmono, not "Lmrt"
Career Officer
Join Date: Jun 2012
Posts: 3,149
# 6
06-30-2012, 12:51 PM
You should absolutely raise your weapons power to 100 base and whatever extra you get from skills. It's seriously the most important energy level in PvE. E

Also, I think you've got too many torpedoes. (Even I got too much probably). 2 Dual Beam Banks work with the Excelsior in PvE in terms of getting enemies in your firing arc - but a 5-6 beam broadside will deal considerably more damage.


To give you an idea what the difference in energy weapon damage output is that we have, I used Nagorak's DPS calculator.

2 Dual Beam Banks at 75 Weapon power deal about 180 % of the damage of a single beam array at 100.
2 Beam Arrays at 75 Weapon power deal about 140 % of the damage of a single beam array at 100.
3 Beam Arrays at 100 Weapon Power deal about 250 % of the damage of a single beam array at 100.

That means just counting my Science Vessels beams, I already deal about 40 % more damage than you would. 40 % more damage means I need 40 % less time to break through my enemies shields and hull. I haven't counted how long I need to kill my enemies, unfortunately, but 40 % more time could be the difference needed for the Visha ship's regeneration kick in a second time. And then you start again.

But you could deal much more damage. If you had 4 beam banks in your front arc running at 100 weapon, you could deal 411 % of the damage of a single beam array at 100. That's 60 % more than my Science Vessel can deal, and more than twice as much as your current build deals.

If you went with a 6 beam broadside (which is easier to maintain than a 4 dual beam bank barrage), you would "only" deal 360 % of the damage of a single beam array. But that's also about twice as much as your current build deals.

To compare, if we'd drop power levels down to 75, you'd deal 230 % damage of a single beam array at 100 Still more than you have now.

Regarding the 6 beam broadside - if you can't bring your weapon power above 100, more beams have little effect on damage output - the energy drain consumes all the extra damage. But if you could maintain 125 weapon power, you could raise up to 570 % damage compared to a single beam array at 100 (compared to 515 % with 6 beam arrays at 125 power).

But a 6 beam broadside can be nice since you can add one or two Torpedoes, or one Torpedo and one Dual Beam Bank, as you prefer.

All numbers were rounded for the protection of the innocents and convenience (mostly the latter).


Now, you may ask, why do I totally ignore Torpedoes - well, they inflict only 25 % damage against shields, so your energy damage must be solid first before you can really start reliably cracking enemy ships in quick time. Torpedoes are for burst damage - you do not need all that much in PvE, but if you want it, torpedoes can provide. In beam-heavy builds, it's difficulty to make good work of Beam Overload (it's best used with the beam bank, but there is no guarantee it fires for that and not one of your regular arrays). Ships that rely on (dual) cannons and turrets have an easier time using Beam Overload with a single beam bank, but everyone else may find torps working more effectively.
If you use lots of beams, Beam Fire At Will is awesome.


So, my weapon setup suggestion may be something like:
Front: 3 Beam Arrays, 1 Tri-Cobalt Torpedo Launcher
Aft: 3 Beam Arrays, 1 Quantum Torpedo Launcher

If you can live without torps (I always kinda miss the feeling of torpedo salvos, to be honest), and can push to 125 weapon power, 8 beam arrays may be even better.

Tactical BO powers in that case
Tactical Team I
Beam fire At Will II
Beam Fire At WIll III or High Yield Torpedo.

---

Now, all this is if you want to go in a min/maxing direction. If you liked certain weapons and abilities you had, you can probably change less about your build. But as a minimum, I'd really try to raise weapon power and get at least a 3rd beam array in. Then you have at least the DPS output of my Science Vessel and that was enough to beat those Undine bastards.
Lt. Commander
Join Date: Jun 2012
Posts: 130
# 7
06-30-2012, 06:10 PM
O_O WOW this information is PRICELESS!, i am going to copy all of this on my PC.
But there is something that i do not understand well, how do i "raise your weapons power to 100 base"?, also, i have fough many enemies, i can kill borg cubes myself with this configuration (they take a certain time, but i can), maybe if i just swap my front rrtt for another beam, or dual beam maybe could be enough?, what would be better, single beam or dual beam?.
Thanks a HUGE HUGE lot pal!
Yuxtapuestoelmono, not "Lmrt"
Career Officer
Join Date: Jun 2012
Posts: 3,149
# 8
07-01-2012, 03:24 AM
Quote:
Originally Posted by lmrt View Post
O_O WOW this information is PRICELESS!, i am going to copy all of this on my PC.
But there is something that i do not understand well, how do i "raise your weapons power to 100 base"?
The base power level cannot be set above 100. But the power level can raise to up to 125 depending on your skills and equipment. Cruisers get a +5 bonus to all energy levels, so you will automatically get to 105. You can equip certain engineering consoles that boost power levels further. I believe the Borg Assmilated Console from the Assimilation mission also raises your weapon power by 5. And then you can boost power levels with skills like Starship Weapon Performance.

There is also an energy level calculator in the Academy forums.

Quote:
also, i have fough many enemies, i can kill borg cubes myself with this configuration (they take a certain time, but i can), maybe if i just swap my front rrtt for another beam, or dual beam maybe could be enough?, what would be better, single beam or dual beam?.
Thanks a HUGE HUGE lot pal!
Most enemies simply don't have any heals except the natural regeneration of shields and hull. Most weapon and energy setups will eventually break through that little regeneration - but that doesn't mean it's an efficient build, no need to exchange broadsides for 10 minutes if you can do it in one.

Whether you pick a dual beam or a single beam depends on how you want to fight. Do you prefer fighting facing your enemy directly? It's doable in PvE in a Cruiser, but in PvP your enemies will run out of your firing arc (but that's probably no concern for now - it may become so once you find PvE gets too easy with a better setup ).

The general suggestion for Cruisers is to use broadsides, which suggests using beam arrays. Dual Beam Banks have a 90? frontal fire arc. It requires a lot of maneuvering to keep an enemy in this arc.

Beam Arrays have a 250? firing arc, leading to front and aft beam arrays creating two additional 90? firing arcs at the sides.

If you only want to change one weapon, and you know that you have no trouble keeping your enemies in your frontal firing arc, than 3 dual beam banks will be better than 3 beam arrays. But don't hesitate to experiment - get some cheap, white Mark X or XI arrays and try to fly a broadside cruiser with 100 weapon power. See how it compares to your old build and the 3 Dual Beam Bank build.

Mustrum "If you find any question marks where you'd expect degrees, thank the PWE forum software" Ridcully
Lt. Commander
Join Date: Jun 2012
Posts: 130
# 9
07-02-2012, 01:34 PM
I see so i need to "respec" :S
Thanks you a huge lot for all your help, but i will restart the mission too (besides to what you told me to do), because now, after making some small changes, i was able to hurt it to 73% in one pass, but as soon as i turned my ship around, it was already at 100% again.
Yuxtapuestoelmono, not "Lmrt"
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