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Career Officer
Join Date: Jun 2012
Posts: 3,266
# 24
07-12-2012, 07:35 AM

1) Damage:
  • - Most of your firepower against your enemies will come from energy weapons. Torpedoes are only good against hull.
  • - Most of your firepower from energy weapons comes when you have lots of weapon energy. Weapon energy is - on most ships and builds - the most important energy level to maximize.
  • Good Standard Weapon Setups are
    • Escort: Front - Focus on Dual Heacy Cannons, Aft ar efor Turrets. Consider one Dual Beam Bank or one Torpeod Launcher in the Front.
    • Cruiser: Most weapon slots filled with beam arrays. Broadsiding, e.g. keep enemies in your side arc.
    • Science Vessels: Most weapon slots filled with beam arrays. Broadsiding again. Science VEssels may experiment the most, but they'll always suffer for having the least weapon slots and need to compensate with good powers.

2) Survival:
  • Distribute Shield Power. When your shields are up, your shield damage reduction helps you. If they are down, it doesn't. So you always want any facing that could possibly take damage have some shields. Distribute Shield Power ensures this. Also, all shield healing is per facing and doesn't overflow to other facings. So each shield at top when gaining a shield heal means you lose 1/4 of your potential healing!
  • Tactical Team: When Distribute SHield Power is too slow, this works great as well. Use it when one facing under fire gets particularly low and see how energy is rapidly transfered from the other facings.
  • Emergency Power to Shields. Starting at Commander Level, you can slot two. That means continual shield damage reduction, continually increased shield power for better regeneration and more shield damage reduction.
  • Transfer Shield Strength: Go-to Shield Heal when EPtS doesn't cut it anymore.
  • Hazard Emitters: Go-to Hull Heal that also cleanses plasma fires and similar "hazard"