Ensign
Join Date: Oct 2012
Posts: 8
So I've been playing a couple weeks, but I guess I'm still new. I have an Exploration Cruiser and I always thought I was competent, but I am getting my butt handed to me by Romulan/Reman cruiser class ships. They have this ability that shoots 4-5 heavy plasma torpedos at a time at me, and I am never able to shoot any of them down before they all hit me at once, tearing down my shields (though I repeatedly click on the transfer shields button and have two officers who can repair/redirect energy to shields and shield batteries) and tear through 50-90% of my hull.... all with ONE stinking attack. Often, I am dead in the next 30 seconds. This is very frustrating as I feel I am doing things right (obviously I am not) and I have NO problems taking on just about everything else in the game. Honestly, these Romulan ships would be a breeze too if it weren't for that ability.

My question is this: am I doing something horribly wrong here? Is there something I can do to survive such an attack? Is the game just horribly unbalanced in the favor of the Romulans/Remans to where they can kill me faster than the borg?
Rihannsu
Join Date: Jul 2012
Posts: 3,592
# 2
10-21-2012, 07:46 PM
Well Heavy Plasma Torpedoes are destructible, meaning you can target then and destroy them.

Yes, they are very difficult ships to deal with and you really cannot outtank their damage, you can avoid it by destroying their torpedoes or evade them (Evasive Maneuvers) since they will expire.
Lieutenant
Join Date: Jun 2012
Posts: 59
# 3
10-21-2012, 08:04 PM
Fire at will and Torpedo high Yield are good against those Plasma torpedos!
Starfleet Veteran
Join Date: Jun 2012
Posts: 2,525
# 4
10-21-2012, 08:18 PM
A big thing with warbirds is to avoid their ways of stopping you. 5 KM out and you'll avoid photonic shockwave, 7 km for tractor beam (or polarize hull to break free), engineering team for viral matrix. If they can't stop you, the game's half won.

I've eaten the full volley a few times - brace for impact and polarize hull with tactical team to redirect shields towards the hits. It hurts, but it's possible to survive it in a pinch.
Ensign
Join Date: Oct 2012
Posts: 8
# 5
10-21-2012, 09:17 PM
see, and that might be my problem. I don't maneuver very much as I like to keep them in range of my front weapons. Guess I need to start moving around and out of range more often. Thanks
Ensign
Join Date: Jun 2012
Posts: 8
# 6
10-21-2012, 11:23 PM
If you were in an escort there would be more options for just powering through them. In a Failaxy, your best bet for stopping the heavy plasma torps is Beam Fire At Will, strongest version you can slot. Keep weapon power at 100 (by that I mean set the slider to 100, not just 100 including your bonuses) and use an 8-beam broadside to wear down the D'deridex shields quickly. In a pinch, a Gravity Well can also stop the torps. If you see them getting past your defenses, immediately throw up EPTS and Brace For Impact. Its hull resistnce buff can save you more often than not.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,691
# 7
10-21-2012, 11:39 PM
Quote:
Originally Posted by hevach View Post
A big thing with warbirds is to avoid their ways of stopping you. 5 KM out and you'll avoid photonic shockwave, 7 km for tractor beam (or polarize hull to break free), engineering team for viral matrix. If they can't stop you, the game's half won.

I've eaten the full volley a few times - brace for impact and polarize hull with tactical team to redirect shields towards the hits. It hurts, but it's possible to survive it in a pinch.
its 5km for tractor and 3km for PS


on topic- if you have a sci slot for it, put photonic shockwave in....that does well against the heavies, but if you dont, i think tractor repulse beam would work too...if you have the eng slot for it that is.

Quote:
Originally Posted by borticuscryptic View Post
I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
Ensign
Join Date: Oct 2012
Posts: 4
# 8
10-22-2012, 01:51 AM
Have tractor beam repulsors I if you need to destroy heavy torps. Repulsors have a 45-second cooldown and 5 km range, and pops any number of destructible torps that come within range. By the time their torp ability recharges, your own defense should usually be recharged too. It's a Lt. Sci ability though, so you're giving up one of your precious sci slots.

The KDF has the aceton assimilator that practically confers immunity to destructible torps within a 5km radius, but best Fed defense against heavy torps is basically this or Beam Fire at Will.
Commander
Join Date: Aug 2012
Posts: 471
# 9
10-22-2012, 05:51 AM
Quote:
Originally Posted by tibbett View Post
In a pinch, a Gravity Well can also stop the torps.
Not much help as a Galaxy cant get Gravity Well.

Quote:
Originally Posted by cynder2012 View Post
on topic- if you have a sci slot for it, put photonic shockwave in....that does well against the heavies, but if you dont, i think tractor repulse beam would work too...if you have the eng slot for it that is.
Tractor Beam Repulsors is also a Science ability. Not Engineer.
Captain
Join Date: Jun 2012
Posts: 568
# 10
10-22-2012, 06:52 AM
Quote:
Originally Posted by seekerkorhil View Post
Tractor Beam Repulsors is also a Science ability. Not Engineer.
TBR works fine, as does Tyken's Rift - both are available as LT Sci abilities. Sitting in a cloud of Warp Plasma can also help (Eng BOFF ability, or the Vent Theta Universal Console). Or Beam Fire at Will, or Torpedo Spread... basically, anything that has a chance to detonate the Torpedos before they get to you.

[ <<<--- @Maelwys --->>> ]
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