> > > Hi Captains! The team continues to investigate an issue where some players may be stuck on a loading screen. We appreciate your continued patience! < < <
Jolan tru Captain!
Welcome to Legacy of Romulus!
If you have purchased a Legacy or Starter Pack, please see this thread for instructions on how to claim your items in-game. (Please see the yellow text in the linked thread for instructions on creating a Reman.) (Not seeing your pack in-game? Please see the lime-green text in the linked thread above for information.)
If you have additional questions about the Legacy or Starter pack, please read this FAQ.
Thanks SO MUCH for all your support, and we'll see you in-game!
- The Star Trek Online Team
"Login failed for unknown reason" error
Missing additional character slot for current/ lapsed Gold Members
Slow patching in the launcher
A bug that involved Romulan Liberated Borg captains and their skills once they chose an ally
Aside from the fact that 9 and 0 don't work on my numerical pad when it comes to hot keying and the overt need to make each encounter more difficult than the last, I've spent days trying to bring down a Romulan Warbird.
It's like the game is making fun of me. Taunting me. Ridiculing my life's decisions. Yet, I go back in and try again, after I've reconfigured my weapons only to have no lasting effect.
I've used Tachyon Beams to try and lower the blasted vessel's defenses, peeling away its shields like a banana's outer skin and dropped Tricobalt torpedo after Tricobalt torpedo onto its revealed belly only to have the offending ship shrug them off and reposition itself.
Here's the guts of my ship, Gladius A.
Tricobalt Torpedo Launcher Mk XI [CrtH] UNC
Polaron Beam Array Mk XI [Dmg] UNC
2- Polaron Cannon Mk XI [CrtH] UNC
Positron Deflector Array Mk X [Sen] UNC
Combat Impulse Engines Mk XI [Full] UNC
Regenerative Shield Array Mk XI [Cap] [Pla] [Tet] VRAR
Tricobalt Torpedo Launcher Mk XI [CrtH] UNC
Polaron Turret Mk XI [Dmg] UNC
Tricobalt Mine Launcher Mk X [Dmg] UNC
Ablative Hull Armor Mk X RAR
Parametallic Hull Plating Mk X RAR
Plasma Distribution Manifold Mk XI UNC
2-Stealth Module Mk X VRAR
Prefire Chamber Mk IX UNC
Warhead Yield Chamber Mk X VRAR
Variable Geometry Detonators Mk X VRAR
Polaron Phase Modulator Mk X RAR
I can sneak up on the Warbird, prepare all my weapons and deliver them but it's like chipping away at a glacier one swing of the ice pick at a time.
Maybe I'm just not cut out for Starfleet. Jokes on them, I'm already a Vice Admiral.
If you have any suggestions, I'd be very appreciative. My inability to deal with the offending craft has plummeted me to a level of depression that can only be subdued by the sweet sweet taste of brownie bites.
your not the first one to complain about the Warbirds being powerful. i mean there not meant to be weak they are the Romulans best ship (if you dont count the Scimitar)
However i shall have to go and see for myself. i know a few of my friends have had issues with the more heavily armed ships when is escorts but it is just finding what works best you may want to consider changing your torps for something that fires more often and will do damage when the enemy has shields but until i go in and see what the Warbirds are like for myself i cant say for certain
Romulan Warbirds are not hard as you think they are. After you get to know them they are really easy.
First off, lose that Tricobalt Mine, you better off with another turret.
Second, since you did not lay out your BOFF positions I will say this, have at least 1 Pattern Omega to negate the Tractor Beam.
To take out a Romulan Warbird, attack from the rear to avoid the Viral Matrix attack (which is negated by Engineering Team). If you get within 5km it will put you in a Tractor Beam and fire the High Yield Attack, which is when Pattern Omega comes in handy.
Also if you are within 3km the Photonic Shockwave will stun you, so stay outside it or use Auxillary to Interial Dampers (Engineering Boff Ability), though with an Escort and Sci you better off with Emergency Shields 2 and just stay outside that attack range.
Eject warp plasma may be helpful if you have a way of using it (assuming this ability hasn't been nerfed). I'd also rethink your weapons load out. Tricobalts do nice damage, but the cooldown is way too long. Quantums or photons would be better. Beam arrays are also pretty useless on an escort. If you absolutely must stick with beams, get a dual beam bank. I'd also trade up on the cannons to dual heavies with scatter volley or rapid fire abilities if available.
It would seem to me, based solely on the information you provided, you're just not doing enough damage in relation to the survivability of your ship.
On a previous attempt I donated enough plasma to that ship to power it to the Delta Quadrant. I think all it did was give the captain a minor cough.
I would fly in low, over its deck and drop plasma, then a mine field then a salvo of torpedoes and when I turned back around to attack again, his shields were full, his health was full and the space between me and it was full... of Heavy Plasma Torpedoes. Three of those things and I'm a goner and re-targeting always gets silly. Not clown silly but "why aren't I highlighting the torpedoes?" silly.
I will attempt using another turret in place of the mines and I'll keep out beyond the 5km mark like I have been. I also am attacking from the rear, springing on to the Warbird like an enraged spider monkey. I target its weapons, then its engines the hit it with a heavy torpedo. I know I need a bigger ship but I feel like the Warbirds are slightly given the edge.
Just don't get too close to avoid the stun and pack either fire at will, scatter volley, or torp spread (preferably more than 1 of these) and use 'em when they fire off the high yield torps. Just sit and shoot it till it dies.
In regards to weapons:
Lose the Polaron weapons, I spent a lot of EC on a polaron build and it was awful, so I know what your feeling. Switch to phasers, tetryon or if you can anti-proton.
Also, lose the tricobalts in general. They are amazing when they actually hit, but most of the time they don't, or they hit a shield facing which makes them totally useless. Switch to photon or quantum, much lower damage but much more reliable and more DPS in general.
In consoles, get rid of the stealth modules. Once you've been seen those are useless IMO. The best thign you can add are shield buffs either to the shield power or the recharge rate.
The only thing with the DDX Warbirds is that you have to destroy the heavy plasma torps asap. Skills such as Photonic Shockwave (Science), Beam fire at will (tactical), Cannon Scatter Volley (tactical) or torpedo spread. Anything with and area of effect makes it easier, or you can jsut target them seperately but that's quite hard when you have 3 coming at you at once.
Like the other posters have said, keep your distance, keep on one sheild facing if you can and be alert, take down those torps!
Lose the single cannons and go 3x dual heavy cannons up front and a torpedo of your choice. 3x turret in the back. make sure they are all the same energy type. Lose the stealth consoles and your tactical consoles should be filled with 4x booster for the energy type you have chosen.
With boff powers just make sure you have 2x cannon rapid fire.
Make sure your weapon power is set at 100 (you might be able to get away with 95 will skills but you want it at 125).
It'll be dead before it even gets to get his HY plasma off