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-   -   Help with a Dreadnought (http://sto-forum.perfectworld.com/showthread.php?t=263240)

Archived Post 03-27-2012 06:48 AM

Help with a Dreadnought
 
I've been doing a lot of stf elite in my Dreadnought and all i get from people that fly Escort is greif, because im in a Cruiser and they think that im next to useless and the stf going to fail, I've had one escort player take the p*ss for 20 min because of the DPS i was doing and telling me to go and park my ship out of the way is the only useful thing i should do, i cant even tank a cube for longer than 2 min and the gates are an insta pop at times. In pvp it's 50/50 i can tank for a while and extand my ships shields to someone else but now and then i get a player who can take me out in 5 secs, i switch between weapons and shields when needed. IS MY SHIP SETUP WRONG!!!!!!!!!!!! or are Escort the only ships that are suited to stf, i do have a Defiant Escort but i dont like it because STO is all about the big white ships to me.......... I also think it's stupid that you can only repair 1 ship at a time or am i doing this wrong as well ?

As you can guess my char an Engineering

Dreadnought X my Setup at the moment

Fore Weapons
2 Antiproton Borg Beam Arrays XII
1 Quad cannon (because i like it and pad for it)
1 Quantum Launcher XII

AFT Weapons
3 Antiproton Borg Beam Arrays XII
1 Antiproton Turret XII

Borg Deflector Dish
M.A.C.O Sheild MXIII
Borg Engine

Engineering Slots
2 EPS Consoles XI
1 Plasma Distribution Console XI
Neutronium Alloy MK XI

Science Slots
1 Emitter Array XI
1 Field Gen XI

Tact Slots
2 Antiproton Mag Reg XI
1 Zero Point Quantum Chamber XI

BOFF'S

Tact
(1) Beam array Overload I, Torp high yeild II
(2) Tactical Team I

Engineering
(1) EPW I, Engineering Team 2, EPTS III, Extend Shields III
(2) EPTS I, APTSIF I, Eject Warp Plasma I

Science
(1) Hazard Emitters I, Tractor Beam II

DOFFS SPACE
Borg Pink - Projectile Weapons Officer
Green - Matter-Antimatter Spec
Green - Tech Space
Pink - Warpcore Engineer
Blue - Tractor Beam Officer

Archived Post 03-27-2012 08:03 AM

Well the first problem you have is your'e mixing your damage types. AS a dread you should be using phaser weapons, not antiproton. Doubly so if you decide to use the quad cannon. The reason behind this is the Spinal Lance, and the Quad cannons are both naturally phaser weapons, and so if you have phasers all around then you get the most benefit from phaser damage consoles.

Secondly your weapons load outs aren't very well optimized. In STFs, damage output is king and you've got beam arrays (best for broadsides) mixed with a quad cannon (best for frontal) and a torpedo (best for frontal) all in the mix. This just compounds the inefficient mixed damage type setup you currently have since you won't have enough of your weapons trained at any one time.

For STF flying you may want to consider going full-frontal weaponry (dhc/dc/quad, turrets, torpedoes) because despite the low maneuverability of the dread, most of your big targets are going to be stationary. This is especially the case if you're already dead set on using that quad cannon

Finally, Why do you have 2 EPS Consoles? As an engineer you should already be able to mitigate power really easily so 1 is really the max you'd ever need. Same thing with the Plasma Distribution console, unless you ABSOLUTELY need it to punch your weapon power up to 125, you might want to consider something else. I note you don't have an assimilated borg module (get it from the Assimilated mission).

Archived Post 03-27-2012 08:48 AM

Quote:

Originally Posted by Prof.Gast
Well the first problem you have is your'e mixing your damage types. AS a dread you should be using phaser weapons, not antiproton. Doubly so if you decide to use the quad cannon. The reason behind this is the Spinal Lance, and the Quad cannons are both naturally phaser weapons, and so if you have phasers all around then you get the most benefit from phaser damage consoles.

Secondly your weapons load outs aren't very well optimized. In STFs, damage output is king and you've got beam arrays (best for broadsides) mixed with a quad cannon (best for frontal) and a torpedo (best for frontal) all in the mix. This just compounds the inefficient mixed damage type setup you currently have since you won't have enough of your weapons trained at any one time.

For STF flying you may want to consider going full-frontal weaponry (dhc/dc/quad, turrets, torpedoes) because despite the low maneuverability of the dread, most of your big targets are going to be stationary. This is especially the case if you're already dead set on using that quad cannon

Finally, Why do you have 2 EPS Consoles? As an engineer you should already be able to mitigate power really easily so 1 is really the max you'd ever need. Same thing with the Plasma Distribution console, unless you ABSOLUTELY need it to punch your weapon power up to 125, you might want to consider something else. I note you don't have an assimilated borg module (get it from the Assimilated mission).

I will have to mirror this comment.

I fly a dread as my normal main ship (engi captain), and I love playing it. I wasn't thrilled with the damage output as a beam boat in STF's (nor pvp really) so I focus on a cannon build myself.

The hardest part about cannons is really just learning how to use our ridiculous inertia and low turning point to your advantage (which is possible, if you use full impulse to overshoot and kick it into reverse you basically can turn and slide in right behind a target and smash their backside up pretty good.)

That being said, at first I had only 1 DC up front, with 3 single cannons, and 4 turrets in the back. Damage was ok, mitigation was of course insane. Since then, and after learning more about the turning of the ship and getting my feel for it better I run 1 DHC, 2 DC, 1 single cannon up front, 4 turrets in the back, all phaser.

It added an extra 3-400k damage to my matches (went from 200-225k consistently to 550-650k consistently). Definitely not topping an escort in general, but the tankability, and moderate DPS really helps in allot of situations. (often find myself tanking the spheres/cubes that get brought in on the STFs with little problem).

The system setup I have setup is mostly borg (defl/engines/console) with the MACO Shields, the procs are great.

At the moment can only afford the +26% phaser dmg consoles, but running three of those is great, and makes the lance hit allot harder.

DEM3 + CRF is a great combo. I typically use it in conjunction with a tractor beam, and a doff to add shield leech to the TB.

So to summarize, cannons will up your damage considerablly, turrets work in conjunction with rapid fire and DEM, and the proc rate is pretty great with rapid fire turned on.

Archived Post 03-27-2012 09:37 AM

Read these threads for the basics on the builds you can use with a dread.

Beams:
http://forums.startrekonline.com/sho...d.php?t=251422

Cannons:
http://forums.startrekonline.com/sho...d.php?t=256974

Since you're an eng, the beams are probably you best bet. The cannons utilize DEM3 as someone else mention before, and take a lot of getting use to.

Archived Post 03-27-2012 11:57 AM

Thanks for the advice Prof.Gast, i already had the anti-proton weapons before i got the Dreadnought, and had decide to turn it into a phaser ship. I havent fitted them yet because i was two short, but today i got them, took a week to get the borg prototype salvage which i will be fitting as soon as i get the console. I've also tried the cannon on the front but because the the turning rate i always found that the rear beams was doing most of the work most of the time, but i see syn2083 talking about the sliding effect you get from the ship when comming out of full impulse, i might pratice doing what he say's and put the cannon on the front again.....I like the Dreadnought X i think it's a good looking ship and dont want to park it in a space dock and run around in an Escort, just wish it could either do more dps or take a lot more beating than what it can now. Hopefully the Galaxy Pack will give the old girl a new lease of life :)

Archived Post 03-27-2012 12:06 PM

after a frankly shocking time flying a galaxy X i have only two very small pieces of advice...

#1....Phasers.... lots of them, stack & power all your systems & consoles toward buffing your phasers and by extension the phaser lance.

#2. remember to bring your cloak, the frankly shocking buff you get from a well timed surprise attack is invaluable when it comes to your lance. stack power for weapons when under cloak, wait for it to max out, decloak and let fly with the lance and watch shields vanish in a puff of "WTHWASTHAT!?!"



hope this helps. :D

Archived Post 03-27-2012 12:08 PM

Quote:

Originally Posted by muftytufty
Thanks for the advice Prof.Gast, i already had the anti-proton weapons before i got the Dreadnought, and had decide to turn it into a phaser ship. I havent fitted them yet because i was two short, but today i got them, took a week to get the borg prototype salvage which i will be fitting as soon as i get the console. I've also tried the cannon on the front but because the the turning rate i always found that the rear beams was doing most of the work most of the time, but i see syn2083 talking about the sliding effect you get from the ship when comming out of full impulse, i might pratice doing what he say's and put the cannon on the front again.....I like the Dreadnought X i think it's a good looking ship and dont want to park it in a space dock and run around in an Escort, just wish it could either do more dps or take a lot more beating than what it can now. Hopefully the Galaxy Pack will give the old girl a new lease of life :)

I find it quite a tankable ship actually.

But beyond that to your comment about rear beams doing work, if you go cannons its imperative you use 4 turrets in the back, 1-2 single cannons on front and 4 turrets gives you pretty good side cover, that combined with rapid fire (which makes the turrets rapid fire as well) and DEM3 is still pretty potent as you re-align.

That and learning how to use reverse and the motion of your target to swing around, and lock them down with a tractor beam is also pretty key. Evasive Maneuver also combined with reverse will almost instantly get you on target as well.

Learning those 2-3 tricks is what makes the dread cannon build potent. It's not for everyone though, takes a great deal of practice. At the worst just get a set of blue mk XI cannons/turrets and play around with em, a dhc and dc couple singles and 4 turrets, some normal mode STF's and some fleet friendly pvp and you should be in a good spot to learn how to maximize your movements.

Archived Post 03-27-2012 12:14 PM

Quote:

Originally Posted by syn2083 (Post 4125179)
I find it quite a tankable ship actually.

But beyond that to your comment about rear beams doing work, if you go cannons its imperative you use 4 turrets in the back, 1-2 single cannons on front and 4 turrets gives you pretty good side cover, that combined with rapid fire (which makes the turrets rapid fire as well) and DEM3 is still pretty potent as you re-align.

That and learning how to use reverse and the motion of your target to swing around, and lock them down with a tractor beam is also pretty key. Evasive Maneuver also combined with reverse will almost instantly get you on target as well.

Learning those 2-3 tricks is what makes the dread cannon build potent. It's not for everyone though, takes a great deal of practice. At the worst just get a set of blue mk XI cannons/turrets and play around with em, a dhc and dc couple singles and 4 turrets, some normal mode STF's and some fleet friendly pvp and you should be in a good spot to learn how to maximize your movements.

i sense a god in the making once we get the separation console in the very near future.

seriously considering a full cannon build once it go's live :cool:

Archived Post 03-27-2012 01:26 PM

Quote:

Originally Posted by Aries2507 (Post 4125175)
after a frankly shocking time flying a galaxy X i have only two very small pieces of advice...

#1....Phasers.... lots of them, stack & power all your systems & consoles toward buffing your phasers and by extension the phaser lance.

#2. remember to bring your cloak, the frankly shocking buff you get from a well timed surprise attack is invaluable when it comes to your lance. stack power for weapons when under cloak, wait for it to max out, decloak and let fly with the lance and watch shields vanish in a puff of "WTHWASTHAT!?!"



hope this helps. :D

I've done somthing like this to a klingon in Kar'rek who was busy shoting a repair thing, i sneakup behind him messed up my timing (first time using the cloak for pvp) nearly had him but he got behind me and rip me a new one :(

Archived Post 03-27-2012 01:43 PM

Quote:

Originally Posted by Aries2507 (Post 4125194)
i sense a god in the making once we get the separation console in the very near future.

seriously considering a full cannon build once it go's live :cool:

I like it allot, the build is again pretty touchy but it can be very explosive.

I the biggest dps boost iv'e had was from adding in the set of 3 dual cannon variants, going from 1 dhc and 3 cannons, to 1 dhc and 2dc's made a huge huge boost in my damage.

Sometimes it can be really frustrating in PvP but if your persistent in learning, and willing to live with a couple total loss matches here and there it is very rewarding. Most of my matches now are around 4-600k dmg and about 300k+ healing.

Again, not really escort levels, but your not trying to just lay into just anything, pick your targets smartly, make them lame and slow (EWP engine disable, TB, whatever you got, use it), then just lay into em. Half the time I don't get the actual killing blow, but thats fine too, i set the target up for a hellish escort run and they go boom.

Beyond that, you can last quite a while with taking sustained fire, and still dish out some decent damage, that part is great for letting the team regroup and pick a new FF target.

Anyway, its a fun build if you like the challenge of moving around, and the secondary challenge of sometimes becoming 'the target to focus on'.

Enjoy!


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