I don't see to much problems with the timer. I run a Tac Escort Retrofit and when I die its usually my fault, miss a buff or I get some bad luck, for instance being caught in front of Donatra without evasive or omega because I just used them to avoid blowing up just a few second before or on cd 3 times in a row, that kind of s**k. But I rarely get one shot first because I stay awey from things that can until I need to shoot at them . I found out were you can avoid those d**n torpedoes. On cube, top or bottom, and don't stand still move about all the times, what I do with the defiant is do doughnut ont top of the cube nose pointing down at the cube, dragging on the hull and shooting away, bottom works just as well. I bug out to heal if I get to much damage than I come right back in shooting away at the thing
For Donatra i have my special surprise, the only time I put the cloak on. I cloak get behind or to the side of her within 4 km hit all the power buffs available uncloak and open up slowing right down for a bit for max damage, then I stay behind her as close as I can and just keep shooting until she cloaks, rince and repeat
So from a certain Chinese book from a Chinese general I believe, know your enemy. If the way you do things now gets you killed change it. I got killed a lot when I began with my Defiant but I have a good friend who's been running stf and escort for a while now and he hardly ever gets killed baring some bad luck.
Here's part of my built for reference.
For defensive buff I use 2 Tactical Team (15s interval almost always on), EPtS, Hazard emitters (always keep it for when I'm in trouble bellow 50% hull), Brace for Impact III with supporting dof shield distribution officer (3 blue ones min), RSP (great to rebuilt shield on top of cube you only get energy damage , that's why I keep it for last ), Shield batteries (I use them like candy) and TSS II. Also my character built maximize hull, shield, warp core and energy weapons skills, so that helps a bit, and no threat control at all, I get agro enough just from dps. I must say I bought a respect token to redo my skills just as I want them.
Console side, engineering I use 2 neutronium armor blue ml XI (33% resistance), 1 EPS Flow regulator (help with power transfer). Science, 2 Field Generators (almost 2000 more shield streng), tactical 4 AP consoles, blue of course. I run maco shield with omega defector and engine. 2/3 Omega set gives extra bonus to get shield down quickly which is handy to do max damage (without counting all the other extras). The Maco shield is a resilient shield and the extra 5% can make the difference between life and death sometimes and without counting all the others advantage to attack.
P.S.: If you ever see an Advanced Escort and a Defiant buzzing like mad bees shooting away on top of cube thats most likely me and my friend. We usually pug together ISE and KASE because we know between the 2 of us we can always get the main objective at least and CS normal because its to much of a gamble pugging CSE( I don't really worry about those cube there ).
Check for the U.S.S. Hammer, when I die its usually because I pushed too far, sometimes the NPC get that one time shot on me but then, all you can do is repair your damage and wait for the respawn timer and get back in as quick as possible
Grumba Destroyer here. Then only reason I die in STFs are:
1. My own fault.
2. Super Invisible Torpedoes
So when I am fighting against a tactical cube in elite stf then I stay away 5+ KM and reply on my photon torpedo spread mostly along with the burst of dual heavy cannons. Then I turn around once I am at around 5 km (or 4 km) and repeat it again. Now when I see that I have enough attention from tac cube then I use "brace for impact" and "evasive maneuvers" to avoid those super invisible torpedoes.
i dont know about other captain,but i like to use many kind of ships to do stf,but lately i was confronted to the problem of increasing timer (respawn) after i died.
Now i not sure anymore about using escort or small ships,and beleive me i tryed all possible skills and build for them,there is just no way to do cure with an escort and not be killed,cube drains your shield,while other assimilated ships kick the hell out of you.
I have two choice,use a big ship that doesnt turn at all,and moves like a cow with a broken leg,and hope to survive the battle (stf) , because with smaller ships,if u get targeted,u have 3 shots at most before they start destroying the hull of your ship.
there is just to many things that need Cryptic attention on stf,like drop rate ,proto mk12,we are five players doing an stf,we get like one or tow mk11 purple from optional loot,i made over 150 stf of all 3 kinds in space,and still no proto mk12 engine,grinding is fun for a while ,but come on guys,how many does it takes...be serious about it.
And dont get me wrong,i am a fan of sto,i like this game a lot,but TIMER,RANDOM LOOT,ROLL FOR LOOT and your latest Doff missing on assignment.......to much random....guys
Someone as to reach a balance in all of this...please Cryptic.
The problem is how are you supposed to deal with the massivly overpowered plasma torpedos the fact they can wipe an escort out each time makes them unfair.
Also targeting them dosnt always work.
i have 2 copies of scatter volly for stfs so any tips about ressisting a torpedo that does 127K critical damge please let me know
I have two copies of Tractor Beam I for just that sort of thing. I don't like wasting torpedo shots at them.
if you search for posts by Gozer on this subject, I am sure that he will have explained the reasoning. As i recall it was to encourage a more intelligent play style in stfs - i.e you can't always go in all guns blazing get blowed up and almost immediately be back in the fight (relatively speaking) and rinse repeat until end.
count yourself lucky - in other games which have this, you often also lose experience (or skill points in this game) on death.
That would be fine if not for the fact that:
a) the game doesn't penalize you for dying well up until that point, and occasionally encourages you to (I'm thinking Advanced/Elite difficulty ground missions here);
b) there's an artificial timer putting extra stress on the situation.
As an aside, I laugh when people say the STFs take any semblance of "tactics" or "strategy". The very nature of their design means that there's only one correct way to do it (check out the forums where people freak out if the unspoken steps aren't followed to the letter) and it pretty much involves cheese like exploiting the nanites while putting out as much deeps as possible. Even small bright spots where real tactical thinking could shine (like sci captains trapping nanites with gravity well and so on) are scrubbed out into bland nothingness in Elites, because the sheer swarm of mobs and the hard time limit discourage adaptive thinking.