The ability on the Akira does 2500 damage and has 15km range.
Level 2 opening Salvo does well over twice that, and has 15km range.
The Akira has a slot count of 40, a relatively high foot print for the beefy, but overall low damage ship. Being excellent at breaking fortifications is it's saving grace.
The station is the easiest to drop with a large fleet, but it's also impervious to small fleets. Overwhelming firepower will neutralize it twice as fast as another starbase, while firepower sufficient to drop the others with singificant casualties will prove completely ineffective at stripping off the shield regeneration. The cure is to never leave it open. Always have trade stations and power distribution network backed orbital weapons platforms. It's a very good idea to have shipyards on your outer rim as well. When they go in for the kill, their weapons fire will spread out on the surrounding stations in advance of it, losing the initial volley, much of which will be rapidly absorbed. Where it shines is in dishing out over 11k dps with the ability while rapidly replenishing shield damage from within a cluster of equally regenerative happy defensive structures.
Two Will of the Founders will make the turrets exceedingly powerful against the unfocused shots they absorb for the starbase. 2500 shield points, 40 point shield restore, 40% range boost, 200% firing rate boost on the phasers, 1000% boost on the plasma torpedoes.(after I fix it... some stupid bastard set them to energy after I set them up, me probably, so the torpedo boost is fubar)
Before you have the six labs needed for regenerative shields on your starbase, the key to survival is in trade stations. They start off with 4500 hull points and 6000 shield points as well, they are not free kills.
I just did a test battle(these are fixed turrets, so there's about a 100 dps difference between them and yours) with 40 breen cruisers, max upgrades, against the starbase surrounded by turrets and supported by two trade stations and a shipyard. No casualties, and the shields on the starbase never dropped below 4k. A pirate raid popped into the well 30 seconds later and everything was fully restored. Alone, you get two shots of opening salvo off, they strip your shields with the first pass, and do several hundred damage to your hull with each successive run. If exceedingly lucky, you might kill half a dozen of them. Fighter movement and numerous targets surrounding the primary make for a very hard kill.
I still don't fully understand how the assorted Dominion buffs work and where they come from. Any chance that a tutorial is forthcoming?
There actually is a detailed explanation somewhere, but hell if I can remember where. Since I wrote them all myself, no big deal to repost it though.
The Leviathan. Founder Command Ship. When you get this ability, the pertinent item to be aware of is that when it blows up, any Jem'Hadar frigate within 12k will promptly do the same. Fortunately, it's a gravity well boost, 5% cooldown, 10% range, doubled for Jem'Hadar frigates.
The Devastator. Glory to the Founders. No kill switch. It's another passive. It's also self replicating. The effect replicates, to a maximum of ten, for each Jem'Hadar frigate in range of it. At max level, that means 50% energy weapon cooldown and 50% damage boost.
The Enslaver. Victory Is Life. It's an active, so you get to choose when to put your frigates in danger of suicidal tendencies. The ability lasts 90 seconds, the same length as the cooldown. The buff does not. 12k radius, just like the kill zone on the Leviathan, both for the suicide and the buff. The effect is different though, 100% damage boost, 100% cooldown boost for 30 seconds. Should the worst happen, they get a further 100% cooldown boost, and take 100 hull damage a second until they blow up.
Uncapped target counts, massive buff potential. The stock Virulent is a pathetic ship, useless would be a fair remark. 75 dps. You can break 400.
It's not so much that they're on their heels. You should be able to walk all over the opposition, even hold your own against the Borg early on. You just have to be careful about keeping an overwhelming advantage. If you let them whittle away at you, they can retreat, restore their shields, and be back for round two before your shields have even gained 10%. If you let them catch you away from home and outgunned, you've got a guaranteed casualty in your slow, extremely important future ship of doom. That's why your trade ports are so crucial to your advance. They function as a site for restoring your shields in a manner other than sluggish, as well as a defensive platform to retreat to when whittled down. Get them leveled, and you can steamroll heavies with an equal number of Dominators.