Thread: Death By Nebula
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Survivor of Romulus
Join Date: Jun 2012
Posts: 374
# 2 Revamped Death By Nebula
10-06-2012, 10:17 AM
ok here comes a revamp of Death by Nebula it has had some minor tweaks that unless you know what you are looking at you might miss... I took 1 level away from medic to add 1 level to my PS Generators skill, I have taken 2 levels away from Starship Armor Reinforcements, Starship Aux Performance, and Starship Weapons Performance to add 6 levels to Starship Countermeasure Systems, after that it was just changing out a couple consoles, the Tachyon Detection Grid and the Point Defense System ( was in my engineering console slots) and moved my Graviton Pulse Generator and Theta Raditon Consoles tyo the empty engineering slots to make room for the two new science consoles I added... so here is the revised Death by Nebula build

Ship: Fleet Advanced Research Vessel Retrofit (hereafter referred to as an Advanced Cruiser)

NCC 93109 U.S.S. Baton Rouge

Part I

Forward weapons:

2x Polarized Disruptor Dual Beam Bank Mk XII [CrtD]x2

1x Advanced Fleet Quantum Torpedo Launcher Mk XII [Dmg]x3 [Acc]


Aft Weapons:

2x Polarized Disruptor Beam Array Mk XII [CrtD] [CrtH]

1x Advanced Fleet Tricobalt Mine Launcher Mk XII [Dmg]x3 [CrtH]


Deflector, Impulse, and Shields: Omega Mk XII set

Devices: Shield Batteries, Auxillary Batteries and Subspace Field Modulator

Engineering Consoles: Universal Theta Radiation Vents, Ablative Hull Armor Mk XII,Graviton Pulse Generator , and Isometric Charge Console

Science Consoles: Graviton Generator Mk XI, Field Generator Mk XI, Particle Generator Mk XI, Countermeasure System Mk XI

Tactical Consoles: Polaron Phase Modulator Mk XI, Subspace Jump Console

Part II

Now there are two different ways I use this ship depending on whats being done I swap my Commander Sci Station for one officer (PVE) or for another (PVP) I will make notations on which I use and when

Commander Science (PVE): Polarize Hull I, Transfer Shield Strength II, Hazard Emitters III, Gravity Well III

Commander Science (PVP): Science Team I, Hazard Emitters II, Scramble Sensors II, Feedback Pulse III

LCMDR Engineer: Engineering Team I, Emergency Power to Shields II, Reverse Shield Polarity II

Lt Tactical: Beam Fire At Will I, Beam Overload II

Lt Universal (Tactical): Torpedo High Yield I, Dispersal Pattern Beta I

ENS Science (PVE): Science Team I

ENS Science (PVP): Polarize Hull I


Part III

Personal Skills:

Tactical Systems: Starship Attack Patterns 6, Starship Weapons Training 6, Starship Energy Weapons 6, Starship Projectile Weapons 6, Starship Targeting Systems 6, Starship Energy Weapon Specialization 6, Starship Projectile Weapons Specialization 6

Engineering Systems: Driver Coil 6, Structural Integrity 6, Starship Warp Core Efficiency 6, Starship Electro-Plasma Systems 6, Starship Impulse Thrusters 6, Starship Warpcore Potential 6, Starship Engine Performance 6, Starship Hull Plating 6, Starship Shield Performance 6, Starship Armor Reinforcements 4, Starship Auxillary Performance 4, Starship Weapon Performance 4

Science and Operation Systems: Starship Flow Capacitors 6, Starship Shield Emitters 6, Starship Graviton Generators 6, Starship Particle Generator 6, Starship Sensors 6, Starship Countermeasure Systems 6, Starship Subspace Decompiler 4

Ground Skills Science Officer: Medic 8, Weapons Proficiency 9, PS Generator 8, Scientist 6, Probability Logistics 6, Willpower 4

this is a revision of the Nebula build to make BETTER use of Scramble sensors.... I had to re-allocate a few points in my personal skills to make this possible but it has NOT changed or hindered my ability with this ship this is as good as it gets UNTIL they give me something new to play with



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Last edited by andoriansrus; 10-06-2012 at 10:19 AM.