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-   -   Tuffli Buildout (http://sto-forum.perfectworld.com/showthread.php?t=280381)

phantomeight 06-22-2012 04:16 PM

Tuffli Buildout
 
So,

For those with a Tuffli, what are you equiping in the 5 device slots and the 3 engineering slots? What BO powers would be good? Mainly I want to know what could make the primary function (non-combat, doffing, anomaly gathering) of the ship better

Remember, this is a non-combat vessel and please dump all the arguing about the Tuffli in the other threads. (Lock Boxish, gambling, it's stupid, stf grief, blah blah blah)

This is what I have so far:
  1. Transwarp computer - %50 Transwarp cool down reduction (this ship has transwarps to exploration sectors. (can only equip one, already tried)
  2. Borg or M.A.C.O. engine for high warp
  3. Two Ferengi consoles would give sector space tycoon, but I don't know if it stacks or works with the quartermaster that's onboard.
  4. RCS consoles maybe for anomaly hunting when not in sector space.

What devices would I want?

trimenranger1 06-27-2012 05:37 PM

Went full borg set

have the universal assimilated device, +3.2 weapon setting MK XI engy counsel, +18 energy/kinetic armor

Bow Weapons:
MK XII Phaser Beam [borg][Acc][CrtH], Array x2

Aft Weapons:
MK XII Phaser Beam [borg][Acc][CrtH], Array

Still get butt kicked in exloration combat encounters.

blitzy4 06-27-2012 05:40 PM

I just have to ask how well it works in actual battle.

kevlintallfellow 06-28-2012 01:07 AM

You put a turret on the front to shoot down the torpedoes being fired at you, you put chroniton torpedoes in the back to snare the guys chasing you, you put surplus diterium in a device slot, and you run away run away!

disposeableh3r0 06-28-2012 01:29 AM

nah put a tricobalt on it or the super phaser from that ds9 episode with the rogue BoP

trimenranger1 06-29-2012 10:57 AM

the freighter can't even fight a cold. Took it into a exploration mission, go jumped by 3 BOP which was 2 more then needed since the 1st one pretty much 1 shotted me. Left mission hopped in Tactical Escort-R, came back and wiped the floor with everything.

thepantsparty 06-29-2012 05:22 PM

Quote:

Originally Posted by trimenranger1 (Post 4494521)
the freighter can't even fight a cold.

Yes it can, medical supplies and antigens are sold on-board cheaply.

:cool:

foundrelic 06-29-2012 10:53 PM

It should have had the ability to jump to full impulse no MATTER the situation.


Since it can't fight and it can't just crank its shields it should have ridiculous engine reliability.

creepercatcher 06-30-2012 04:12 AM

Quote:

Originally Posted by foundrelic (Post 4506321)
Since it can't fight and it can't just crank its shields it should have ridiculous engine reliability.


There's an app... I mean console... for that :)

cmdrskyfaller 07-01-2012 06:03 AM

The freighter can be set up to survive exploration mission combat encounters. As a freighter you need to fight with consumables.


Weapons:

Phaser Turrets x2 in front
Photon Torpedo mk12 in rear.

BOFFS:

LT Engineer: Emergency power to shields 1, engineering team 2
Ensign Science: Polarize Hull

Ship kit:

Aegis kit

Consoles:
nadeon detonator, kinetic resist armor plate x2

Devices:

Scorpion Fighters, Engine Battery, Shield Battery, subspace field modulator, chroniton torpedo platform.


Fighting is simple: RUN. Engine power is priority followed by shields and aux. wep power for the turrets is irrelevant as they are there only to shoot down heavy torpedoes and to plink targets with phaser disable effect.

The real fight is with rear torpedoes and the dropped torpedo platform plus scorpion fighters.


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