Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Should i use a Crusier?
06-09-2011, 10:58 AM
Hi This is my first post so any constructiv critsim will be helpful

I am a LT 3 and i like the T2 Crusier and the other crusiers but i'm not rly sure if i should use that or the escort and i like those to. I'm a Tactical officer with:

Klingon Engineer: Engineering Team 1 2 points
Vulcan Science: Hazzard Emitters 1 2 points
(Don't have a Tactical yet though hoping to get Beam Overload)

i've played the demo on steam for 123 hours doing various reseach on many charcters to find the best char set.

My Stats are:
Starship command:9
Starship Engineering (i think) it's the one with increased power for ships that's:7
Assault combat?? (the one that increases ground combat damage) that's 1

i play as the guy who has lots of weapons and go sorta all out warfare. I think that sorta makes a crusier captain but i thought i'd ask the public. Feel free to correct me on anything
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 10:58 AM
'All-out warfare'? That depends on what you mean by that: the cruisers are more for tanking (taking most of the heavy damage) and sustaining damage against the enemy in the meanwhile. escorts are much more fragile, but they deal more damage in alpha strikes (you come in fast, fire EVERYTHING, then get away and minimize your damage)

As for your skills, Engineering Team is a good hull heal for either one. Hazard Emitters is a good skill later in the game, when you have many enemies using debuffs on you, but for now, they are few and far between (and even then, they aren't too serious). If you're going for a cruiser, Beam Overload is the way to go (but if it's an escort, find the cannon weapons and abilitiles, as they work better with the escorts turn rate)

Starship Command is good for any ship, as it slightly increases their stats. The skill that increases starship power, that's Warp Core Training, which is also good. Assault Training does increase ground damage, but only on certain things (it lists ground grenades, rifles and assault weapons, as well as ranged combat abilities), so be careful what you have equipped

hope this all helps
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 10:58 AM
Thanks for that

Using the info you've given me, i think i will go crusier, massive, lots of weapon slots, heavy shields (i want to use covaient and i know about the lifetime taking of the regen). i like beam overload as i push all power to weapons, wait to 100. Me + Beam Overload + dual phaser banks = lot's of damage

Engineering team i found useful and has saved me a few times and mainly when i take on big ships.
Hazzard Emitters i found good as a top up on hull health. And on the Stranded in space mission to heal the SS. Azua.

I'm going to get the borg bridge officer so if anyone has had it or use one i would be intrested to find out more before i buy the C-Store coins.

Also does having the following ship weapon set up work in the later game assuming i just carry on with adding more??? I find this a decent set-up but i would go with a few photons

Fore
Dual Phaser Beam Array M2
Dual Phaser Beam Array M2

Aft
Phaser Beam Array M2

(The boring bits)

Shield Array standard
Impulse Engines standard
Deflector dish standard

Will post my away team stats and stuff when i get a chance
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 10:58 AM
Quote:
Originally Posted by NCC-1543
Thanks for that

Using the info you've given me, i think i will go crusier, massive, lots of weapon slots, heavy shields (i want to use covaient and i know about the lifetime taking of the regen). i like beam overload as i push all power to weapons, wait to 100. Me + Beam Overload + dual phaser banks = lot's of damage

Engineering team i found useful and has saved me a few times and mainly when i take on big ships.
Hazzard Emitters i found good as a top up on hull health. And on the Stranded in space mission to heal the SS. Azua.

I'm going to get the borg bridge officer so if anyone has had it or use one i would be intrested to find out more before i buy the C-Store coins.

Also does having the following ship weapon set up work in the later game assuming i just carry on with adding more??? I find this a decent set-up but i would go with a few photons

Fore
Dual Phaser Beam Array M2
Dual Phaser Beam Array M2

Aft
Phaser Beam Array M2

(The boring bits)

Shield Array standard
Impulse Engines standard
Deflector dish standard

Will post my away team stats and stuff when i get a chance
If you wanna use Covariant Shields then I suggest you invest some points in obtaining EP2S for some instant shield heals. Sci Team also heals shields in a pinch though its true usefulness extends to cleaning off debuffs as well. And lets not forget RSF or RSP to increase your shield regen rate (the latter being the most useful if you've got more than two weak arcs).

In terms of the topic for using cruisers you need to prepare for their low turn rates and generally slower speed. You can temporarily buff this up with Evasive Maneuvers and A2ID (if I'm not mistaken) though the latter doesn't give as much of a turn rate boost.

As far as what cruisers to take, that's your call. The cruiser line has very few alternate options until you reach the endgame content and then its a matter of which cruiser fits your play style and skill set.

BTW Single Beam Arrays will give you more coverage than Dual Beams, the tradeoff is a lower damage output. The plus side is nearly nothing can get in your blind spots. Its a bland/boring weapon choice to use "Single Beam Arrays" but its effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 10:58 AM
when i get promoted to LT Commander i'l start to look into the skills that you have mentioned. With the single phaser array's i found even though the arc was decent the damage wasn't so i changed to the dual beams, as you would expect the damge shot up and the mobs shields just didn't have a hope in hell. i just made sure that i turned just before they did so i could carry on eating the shields.

I havn't tried the covaniant yet but the regen, resilant was terrible. The regen didn';t take the damage but the regen side of it........ made no difrence to the standard. The resiliant still useless (watch STOked Master Your Shields on youtube) i did these tests before i watched that vid but the resliant was quite like this:

mob damage (eg. 200 a poke in comparrsion to other damage points that have been given to me) + resliant shields = no shields (or in short getting killed)

Ground skills for my away team are:
Engineering: quick fix 1 1 point
Science: Medical tricorder????? (not sure it removes debuffs and heals around 60 hp

i'm also unsure about what energy weapon types i'm going to use but not going to use turrets i thought about one of every type of (one for a better word Element) such as anit-proton, phaser,disrupter etc

if anyone's got any sort of info on the borg bridge officer that would be helpful if you could post it or give me a link to a post about it
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 10:58 AM
I found beam arrays to be more useful in general. They may be boring but the fact that I can broadside something and rip its shields to shreds was just as fun as using Dual Beam Banks to do the same from the front. Either way, you can use Fire At Will or Beam Overload to speed things up when you wanna punch through some tougher shields.

I've seen and regularly watch STOked, so I know about their little mathy explinations. What this comes down to is personal taste and practical application. Sometimes taste outweighs the math. Illogic > logic. XD

In shields I've also noticed these. It made shield choices that much simpler but at the same time everyone wants big beefy shields now. So lets get into things..

Regenerative Shields:
The weakest capacity in the game. While they can't take much abuse, they bounce back the fastest when left alone. These work for very maneuverable ships which can more easily spread the damage around all four quadrants. The downside is that to get the best possible regen rate you have to run your Shield settings very high, like 75 or even 100. STOked made this crystal clear.

Resilient Shields:
The middle of the road. They have an average capacity and regeneration. As an added bonus 5% of the damage your shields take is absorbed leaving only 5% to bleed through to your hull. While it sounds nice, this damage reduction isn't useful for long battles. Simply put, you get some more survivability but you don't want to take on large groups while using it. They're "okay", little more. You can get away with a Shield setting of 50 with these for base regen, though rinning high on shields was suggested for these.

Covariant Shields:
The mother of all shields. STOked put it best in the mosy brick to the face manner they could. Covariants give you an extremely large shield damage capacity at the cost of having the worst regeneration rate in the game. But they give you the best survivability in a drawn out fight and give the best protection against alpha strikes. And because the regeneration rate is so low, you don't even need to bother with running Shield power above 25 because it won't increase your regen rate that much. You will however need to carry shield heal skills to compensate for their slow regen as stated in my last post. Use of these skills will help keep your shields up unless you're really getting beat on by a large mob or a bad-$$ PvP player.

Now there's a best "shield" for each category. Some have a fallback.

For Regenerative:
Borg Regenerative Shield - Hands down the BEST one of its type in the game. It still suffers from the shortcomings of its type, but when used with 2 additional peices of its set, the shield can auto-heal itself which adds quite a bit of survivability.

For Resilient:
This seems to be the Breen shield (Dielectric Oscillation Resilient Shields). Okay I admit it has a littly bit higher cap than your typical Resilient shield plus it gives you a +30% protection against Polaron weapons as an added bonus. This protection only applies to shield damage, not hull. So if your shields are down, that bonus is useless. Yet at Vice Admiral it gives you more capacity than a Resilient Shield Mk XII. So its probably equal to a [Cap]x2.

For Covariant:
Aegis Covariant Shield. Hands down. While its not as powerful as a Covariant Shield [Cap]x3, its usefulness cannot be overstated. Just slap this bad boy on a ship with 1 other Aegis part and you've got yourself +defense (when moving). Equip the full set and your shields will suddenly "adapt" to incoming damage for stacking bonuses if its triggered often enough. But this damage resistance only applies to your hull (not shields unless Cryptic says otherwise), and given that what damage you get from bleedthrough should already be pretty low at that rank you need to equip it.. Well lets just say that you won't notice it and may feel let down.

For Covariant (2):
Reman Prototype Covariant Shields: These are always equivilent to a [Cap]x2 covariant shield you can buy for exploration badges. But this baby is FREE for completing a specific Reman mission and you can replay it every time you get promoted to a new rank to get a level-scaled version. Plus it makes your ship look just plain MEAN when its equipped. Unfortunately its a standalone shield and is not part of a set, but I've used this shield myself for a long time before I got my hands on Borg and Aegis parts. And I will admit that using Borg parts + Reman Shields gives a new meaning what STOked said about "evil green glowies". *snicker*

-----
Ground Skills... These depend on your play style. Do you want to Tank, or heal? If you wanna heal, use a support kit with Medical Generator. These little things will help heal you (a smidge) but they give Medical Diagnosis and with a science officer with healing skills on hand, you can go for quite a distance. If you wanna tank, there's ways to do that too like with Bunker Fabrication kits. I use one of those and I'm almost always spamming the phaser turret and shield generator.

Whatever method you wanna use, you should equip your ground team appropriately. Healing? multiple science officers. Tanking? Multiple engineers. DPS? Multiple tactical officers (with damage buffs) or engineers (with turrets/mortars)

-----
Weapon types:
The popular choices are Disruptor, Plasma, Antiproton, and maybe Polaron. I say maybe.. Polarons aren't that special IMO but some people like them.

Disruptors debuff the target's damage resistance so they take MORE damage in subsequent hits.

Plasmas can inflict a Plasma Fire DoT to eat their hull away reguardless of shields (can be purged).

I haven't worked with Antiprotons before so I can't tell you. The STO Wiki says they give you +2% Critical Rate and +40 Critical Severity

Polarons can reduce enemy system power by -25 to everything.

You really should pick a type that suits your wishes in the end and spec for that. Though you have to pick wisely. Some types cost more skill points to use seriously than others (Plasma is a major example).

-----
The Borg Bridge Officer is a reward for buying the deluxe edition of the game I believe. It should not be confused with the Borg Science Officer Canidate. The Borg Bridge Officer is an Engineer. I won't go into detail so I'll just give you a link.

http://www.stowiki.org/Borg_bridge_officer - There's a Federation version and a Klingon version. They both come with the exact same space and ground skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 10:58 AM
I will say this I leveled my engineer on crusiers as a beam ship, now using a 7 phaser single beam, 1 quantom torpedo setup, in the dreadnought, it's okay but your bulky and slow as heck especially around lieut com.

Its easy, moderatly boring, and works. What pwns is dual heavy phasers for all fore slots, turrets only in rear. With tac skills in tac, cannon speed 1 and 2, other one with tac, and cannon 1, engineer emergency power to shield, reverse shield polarity, sci with sci team 1, hazard emitters 2.

I literally eat anything in front of me! Battleship 4 birds of prey and a escort? Lol BoP's take one triple cannnon volley each, escort 2 shots, the bship might survive 3 shots.. And as long as your moving full speed... They can't really hit you much at all, and when they nail u...reverse shields for full heal... Its just extremly hard getting used to 45 degree fire. But once you get used to playing zoomed in to the rear of your ship looking over it to aim... Its a blast, hell its just as fun on my sci officer
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 10:58 AM
Thanks for that as you've given me another option to outfit my ships but i don't agree on the turrets as they have crappy damage yeah 360 arc but at the cost of doing.......what say 50 DPS every firing cycle where as a single phaser array can do for argument's sake 500 DPS every firing cycle but only with 270 arc (wich i'd put to aft). i know that every one has their own playing style, yours sounds like aim shoot kill with a constant amount of damage on the shields to keep them down. i'd rather do massive damage and wait say a 2 colldown and then deal that same damage again....repeat until mob is eating his own warp core.

Here i do agree with you as you've stated:

dual heavy phasers for all fore slots

yeah sounds good but argument's sake the mob has reverse shields then what...you'l just be healing them instead. i know that pve mobs probs won't have that but i'm just saying that i'd like to have a few photons with me at all times and i think i mentioned in my last post that i like to have the photons cos when say aft shields are down *FIRE THE PHOTONS* i tend to move at full speed anyways but sometimes i drop to 1/4 just so i can get another firing round out before they pass.


Skills

beam overload is a good option here
reverse shield polarity also i agree with here
emergency power to shield = this applies to me in ay game i play
hazard emitters = i have version 1 this is good if u need a top up and your not getting much damage
engineering team = i have this version 1 and i like it


im going to assume that you'vee read the other posts to i think that skills i posted their would be a good choice for my playing style which so happens to be the aggro tank guy or as i posted i think in my first was all out warefare which now after reading all these hints, tips and comments is not close tom how i play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 10:58 AM
Your half right, I've run dual beam front like you mentioned, your aft phasers will fire about 10% of the time when your front is shooting if your rear end is up and sideways of the target.

As single beams your aft will hit about 75% of the time on average if your good between the time your forward beams hit, and you angle to meet them... But that's engaging them at 9.9km and turning sideways, and energy weapons do less damage at a distance than up close, I'd guess about 2/3 the damage at 7k+.

It works fine just not optimial. If your going to stay beam look at your targeting options too... Mines setup to fire on anything it can even if its not targeted, as long as its attacked me, so my aft will sometimes pickoff that annoying fighter.

Last note turrets do about 20 dps less than A beam, and hit 100% of the time, AND cannon fire speed buffs... Boost turrets, so its basically like I'm beam overloading with my cannons and turrets. You should try it if you have the spare $.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 10:58 AM
i thought to be honest the the DPS for range on any weapon was the same regardless........ oh wait STOked mentioned about this. i'm sure that the turrets arn't 100% hit as range + your ship movment + mob movement + accuracy traits etc come into play. true when i play i do like to keep my front end firing as much as i can cos that's where i think most of the damge gets dealt from.

how do u set up your targeting options as i've click mob shoot kill move on to the next mob....repeat until all are dead....


as you said when i get the spare EC and the full game installed i'l try it on a alt as Sarah is my main char
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:51 PM.