Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-24-2012, 03:33 AM
From your tactical console slot remove variable detonators console which boosts mines. Put 3 mk v or mk vi phaser relay console. seach exchange
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-24-2012, 03:50 AM
Your Bridge officer skills are probably more important than weapons. Attack Pattern Omega and Polarize Hull for tractor beam immunity, Cannon Scatter Volley and Torpedo Spread for taking out the high yield plasma torpedoes will give you the edge.

For weapons, (You can't get much in the way of polarons before level 40), you need to stick to phasers. 2 dual heavy cannons and torpedo, or 1 dual heavy cannon, 1 dual beam, and one torpedo in front. Then in the back, you need 2 phaser turrets. You also need at least 2 phaser consoles in your tactical slots. A 3rd one can't hurt, but one to boost whatever type of torpedo you use will do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-24-2012, 03:56 AM
I re-read the OP asnd have a question... between the DīDeridex healing itself back to maximum and you firing at it... do you die and respawn ? Normally enemy ships donīt regenerate that fast.

In case the answer is yes. Stay out of the Warbirds front arc, it hurts. Attack it from behind or from the side. That thing turns very slowly, you shouldnīt have a problem staying out of his arc of doom in an escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-24-2012, 05:44 AM
Quote:
Originally Posted by Ashur1
I re-read the OP asnd have a question... between the DīDeridex healing itself back to maximum and you firing at it... do you die and respawn ? Normally enemy ships donīt regenerate that fast.

In case the answer is yes. Stay out of the Warbirds front arc, it hurts. Attack it from behind or from the side. That thing turns very slowly, you shouldnīt have a problem staying out of his arc of doom in an escort.
He seems to have come across the new D'Deridex Defender, I came across one yesterday and TBH they're pretty tough (I had one in Cutting the Cord one Elite); they still don't hit really hard but they have some powerful heals now (I saw RSP, Science Team to heal shields after RSP's gone, PH3, Aux to SIF and I saw the FX for EPtS but no buff icon on the bar. I guess that could have been either EPtS or Aux to Dampeners). They don't seem to have the PSW any more but they do like to use FBP when you attack them and they still carry the HY400 the Romulans like so much. The hull resists when it popped PH3 were close to 50% and my CRF was just bouncing off it until it went into CD, it was nice finding an NPC that actually resisted rather than just one shotting me.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-24-2012, 07:58 AM
I just get behind it and spam torpedoes. Takes 20 minutes, but it works in an Exploration crusier with two mk 7 phaser beam banks and two mk 7 torpedo banks on the fore, and two phaser beam banks and a torpedo bank on the aft (also mk 7)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-24-2012, 01:28 PM
Mind you, I do NOT look forward to facing one of those in a Science Vessel. Hell, I nearly ate my own keyboard against one of those not ten minutes ago, and I fly a rather well-tricked out Excelsior!

With my Science CHAR I am half-way through the Romulan campaign and as soon as the current mission is done (with another one) I will delete it.

EDIT EDIT:

Turns out that Plasma mines (and I believe plasma weapons in general) are very helpful for dealing with them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-24-2012, 02:37 PM
Quote:
Originally Posted by trekadict
Mind you, I do NOT look forward to facing one of those in a Science Vessel. Hell, I nearly ate my own keyboard against one of those not ten minutes ago, and I fly a rather well-tricked out Excelsior!

With my Science CHAR I am half-way through the Romulan campaign and as soon as the current mission is done (with another one) I will delete it.

EDIT EDIT:

Turns out that Plasma mines (and I believe plasma weapons in general) are very helpful for dealing with them.
Har'phengs also make facing those ships dealable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-24-2012, 02:37 PM
Quote:
Originally Posted by IvanTom View Post
From your tactical console slot remove variable detonators console which boosts mines. Put 3 mk v or mk vi phaser relay console. seach exchange
Variable geometry detonaters are no longer mine exclusive but now boost all kinetic weapon damage, not by as much as a straight kinetic type damage boost (quantums, plasma, etc) but it is still better than nothing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-24-2012, 02:43 PM
Quote:
Originally Posted by cliftona91
Har'phengs also make facing those ships dealable.

My main problem with them is that I tend to use mostly Starfleet weapons (or rather things we know to be Starfleet) for RP reasons. Meh. From now on I'll keep a Plasma torpedo in my Inventory.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-24-2012, 03:07 PM
Quote:
Originally Posted by cliftona91
And Phasers for the Jem hadar set? You are wasting the bonuses you get from the entire set. Polaron weapon are needed for the full bonuses.
The Jem'Hadar set is superior to pretty much everything else he can get at that level, so I don't blame him for having that stuff. He can't even get Polaron weaponry as far as I'm aware, as they don't show up until you're a Captain.

Don't worry, DrPhil321, D'Deridex warbirds are probably the toughest PvE enemy ship to deal with when it comes to solo play. If you follow the tips others have offered in this thread, keep your ship at max range and do hit and run tactics from the sides. The Warbird's deadliest abilities come from the front and rear, where the torpedo launchers are.

For your bridge officer setup, I'd recommend changing your Engineer's abilities to Emergency Power to Shields I and Emergency Power to Shields II. You'll be able to have your shields boosted at all times by alternating them. To make up for the loss of Engineering Team, change out Science Team for Hazard Emitters. Not only will that clear the plasma fires that the torpedoes cause, it'll heal your hull like Engineering Team does, only even more.

I'd recommend changing out Beam: Overload with Tactical Team I and grabbing Torpedo: High Yield II or even High Yield III if you're a tactical captain capable of training it.
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