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Join Date: Jun 2012
Posts: 1,307
# 16
12-30-2012, 05:57 PM
Originally Posted by samb0wski View Post
I've still new in this game. Less than 3 months in and I am currently level 50. I've been using a Tactical Escort Refit for the past month or so. It is a very effective, touch little ship. Lately I have realized that as I have progressed in Ranks and as I continue on the Romulan Missions, the ships firepower seems to be faltering.

Up front I have a Quantum Torpedo launcer and the Hargh'peng, along with a Quad Cannon and a Plasma Dual Heavy cannon. Aft I have Phaser Turret and a Disruptor Turret.

Tactical Consoles I got a Zero Point Quantum Chamber, Warhead Yield Chamber and a Prefire Chamber.

All my Bridge Officer are ranked Commander. And the ship has slots for 2 Tactical, 2 Engineering and 1 Science.

What I want to know is, what can I add to increase the Firepower of my ship.

Should I get rid of that Quad Cannon in favor of a Dual Heavy Cannon?

And the Turrets, while extremely useful in giving an all round arc of fire, and especially useful in destroying heavy plasma torpedos, is it better adviced to replace them with something else?

Looking forward to your feedback and advice. Many thanks!
1. This is, what forum dwellers nickname a "skittle boat"... Quad cannon = phaser, then you have a Plasma DHC, phaser turret and disruptor turret. If you match all 4 weapons with a singular energy type (say, phaser if you want to keep that Quad cannon), you can then swap out that prefire chamber with the dedicated weapon type console, which always has a higher percentage boost than the generic prefire one. While you're adjusting consoles, buy a second dedicated energy type one and replace the warhead chamber, leave quantum torps and the zero point quantum console if you like high spike damage with a little more delay between firing cycles...
1.5 - having the two torps on the front is slightly odd without the right build (having three purple projectile officer DOffs slotted for space in your build). Even on dual-forward torp builds, they usually use 2 photons or quantums, as there is no booster for Har'Pengh, and the secondary effect is not as useful as having two direct damage torps.
2. The indication of only two aft weapons indicates you most likely are still flying the Captain-level Defiant, instead of any kind of tier 5 ship. As such, and previously recommended, use the Advanced Escort (slightly more science bend) or the patrol(?) escort (the slightly more engineering bent one) until you can afford to get the Fleet escort refit (zen, buyable off the dilithium exchange with dilithium) or the Fleet escort Retrofit (uses fleet modules buyable off the regular exchange that is on most every base). Both "fleet" escorts use the Defiant skin.
3. As far as BOffs go, a little bit of that will be determined on what build you finally wind up with. Though the recommendation to have Cannon Rapid Fire, High Yield Torpedo, and two copies of Tactical team are solid, especially if you want a ship dedicated to blasting big targets, and use the cannon scatter volley and torpedo spread if you want to take out lots of little ships. Heck, having CRF, HYT, 2xTT, CSV, Torp Spread & an attack pattern of your choice (usually beta) fills your 7 tactical slots quite nicely, and if you get the fleet escort that has like 8 tactical skills, adding a second attack pattern is generally useful.
4. Once you get the Admiral level ship, running 3 turrets or 2 turrets and a mine are both legitimate options...
Well, with the upgrade announcement leaving NX and Connie fans in the dust again, can we restart / revisit the T5 Connie and NX threads - since they will no longer be "truly" endgame ships... (after we get the T5 versions, it'll be time to see them added to the T5U upgrade charts too...