Afew pointers for Fed carrier pilot wannabees...
View Single Post
Join Date: Dec 2007
05-02-2012, 08:23 AM
Originally Posted by
Low turn rate, lots of science rate, and the science resist problematic (may be sufficiently adressed by now, may not be) - I'd say go with a Healer Build.
As a starting point, adjust to taste and based on actual gameplay experience:
2 x Transfer Shield Strength 3
2 x Hazard Emitters 2
2 x Science Team (okay, not convinced on this one, maybe a mix of ST and Tractor Beam instead?)
1 x Feedback Pulse 3, Scramble Sensors 3 or Charged Particle Burst 3
1 x Emergency Power to Shields 1
1 x Emergency Power to Shields 2
1 x Extend Shield 2 (Team Play, PvP) or 1 x Reverse Shield Polarity 2 (Self-Defense, Solo Play)
1 x Tactical Team 1
1 x Attack Pattern Delta 1 or 1 x Beam Fire At Will / Cannon Rapid Fire (depending on weapon selection)
I would agree with this build. Keeping almost everything else the same, my Sci layout is:
ST1, HE2, TSS3, FBP3
HE1, TSS2, PSW2
This allows me to share boffs with my MVAE, which also uses PSW2 as a close-combat attack when shields fall or when I need to thwack something off of me. I'd imagine for the Kitty Hawk the PSW2 can be launched against other ships and small craft that get too close.
Also, I find that when I pop APA and I'm flying anything but an escort, I instantly aggro every single player in the arena. Something about being assumed to be a squishy noob. So I'll have FBP3 ready for that purpose.
Now if only they fixed MES. I'd love to make this ship disappear, then pounce on some unsuspecting Klink...