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Lt. Commander
Join Date: Dec 2007
Posts: 120
After close to a month of being frustrated with my current ship build I decided to suck it up and purchase the MVAE. At first I must admit after dying a great deal I've tweaked her and it's packing a heck of a lot of punch. I feel though that her defensive abilities ie, ability to take a beating is in need of desperate overhaul.

I will say though after beating a Unimatrix Borg ship all by myself yesterday I'm extremely impressed by the firepower this little ship packs compared to my Assault Cruiser. I have the feeling in combat like I'm fighting a platoon with a minigun while using cardboard boxes as cover. I've seen PVP guys that take this ship and destroy everything in sight and stay in the fight forever. I've stayed away from PVP because of this aspect and my old Assault Cruiser could not compete. With my new MVAE I'd love to start PVP but it need work.

Take a look at my ship let me know what you think as I'm always open to suggestions.

http://www.use.com/images/s_3/b9eb9d1afd73a30a8872.jpg


I'm running
Fore: 4 Antiproton Dual Heavy Cannons up front MK XII's and XI
Omega MK X Deflector
Assimilated Borg Engines
Omega XII Shield's
Aft: Antiproton Beam Array's MK XII
Engineering Neutronium Alloy x2
Science: MVAE Console / Borg Universal / Shield Emitter Amplifier
Tac: Antiproton Mag Regulator's x4
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-18-2012, 06:36 AM
1. Dual Heavy Cannonns are WORST weapons for Tetryon Glider. These things have weakest RoF from all weapons in game, while Tetryon Glider effect applie to each shoot - so it benefit fast firing weapons. Regular Dual Cannons have same DPS as Dual Heavies, but have 2x better RoF, so Tetryon Glider do 2x more DPS on dual cannons then on dual heavies. 4x cannons are IMO not good option, as it drain energy very fast. I personally use 2x Dual Cannons + 1x Dual Beam (for beam overload 3) + 1 Torpedo
2. Beam arrays are second worst weapons for tetryon glider. 3x rear beam array is also worst option for escort - you are sacrificing tons of front firepower. Natural option for escort are 2x turret + beam/torpedo/mine or just 3x turret (my choice). Turrets as fast firing weapon are well supported by Tetryon Glider.
3. Tetryon glider don't work on XII+X sets, all set items must be at equal level.
4. To maximize effectiveness of Tetryon Glider you should use max Flow Capacitors skills, max weapons energy settings and at least 2 flow capacitors consoles. My tetryon glider do 48 damage per hit, which is very high value.
5. MVAE console is not the best choice you can make. I suggest replacing it with something else (for example Flow capacitors console for TG)

If you want to "take this ship and destroy everything in sight and stay in the fight forever", you should focus on BoFF abilities and key binds. Player using his BoFF abilities effectively (mainly by keybinding) can destroy 50 similar ships with equal equipment controled by players not using their BoFF abilities effectively.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-18-2012, 07:17 AM
Quote:
Originally Posted by deathray38
1. Dual Heavy Cannonns are WORST weapons for Tetryon Glider. These things have weakest RoF from all weapons in game, while Tetryon Glider effect applie to each shoot - so it benefit fast firing weapons. Regular Dual Cannons have same DPS as Dual Heavies, but have 2x better RoF, so Tetryon Glider do 2x more DPS on dual cannons then on dual heavies. 4x cannons are IMO not good option, as it drain energy very fast. I personally use 2x Dual Cannons + 1x Dual Beam (for beam overload 3) + 1 Torpedo
2. Beam arrays are second worst weapons for tetryon glider. 3x rear beam array is also worst option for escort - you are sacrificing tons of front firepower. Natural option for escort are 2x turret + beam/torpedo/mine or just 3x turret (my choice). Turrets as fast firing weapon are well supported by Tetryon Glider.
3. Tetryon glider don't work on XII+X sets, all set items must be at equal level.
4. To maximize effectiveness of Tetryon Glider you should use max Flow Capacitors skills, max weapons energy settings and at least 2 flow capacitors consoles. My tetryon glider do 48 damage per hit, which is very high value.
5. MVAE console is not the best choice you can make. I suggest replacing it with something else (for example Flow capacitors console for TG)

If you want to "take this ship and destroy everything in sight and stay in the fight forever", you should focus on BoFF abilities and key binds. Player using his BoFF abilities effectively (mainly by keybinding) can destroy 50 similar ships with equal equipment controled by players not using their BoFF abilities effectively.
Yeah I'm planning on the turrets as soon as I can get the proto drops as with my cruiser build I noticed a big DPS increase with 3X turrets. I have not noticed a huge power drop even when rapid firing the cannons UNLESS I use the Fire at Will with my Beams. At that point my power levels go into the toilet and Im left burning batteries. All that being said for me trying to be an offense ship am I better off with Omega vs MACO?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-18-2012, 10:18 AM
EDIT:

Quote:
Originally Posted by deathray38
1. Dual Heavy Cannonns are WORST weapons for Tetryon Glider. These things have weakest RoF from all weapons in game, while Tetryon Glider effect applie to each shoot - so it benefit fast firing weapons. Regular Dual Cannons have same DPS as Dual Heavies, but have 2x better RoF, so Tetryon Glider do 2x more DPS on dual cannons then on dual heavies. 4x cannons are IMO not good option, as it drain energy very fast. I personally use 2x Dual Cannons + 1x Dual Beam (for beam overload 3) + 1 Torpedo
2. Beam arrays are second worst weapons for tetryon glider. 3x rear beam array is also worst option for escort - you are sacrificing tons of front firepower. Natural option for escort are 2x turret + beam/torpedo/mine or just 3x turret (my choice). Turrets as fast firing weapon are well supported by Tetryon Glider.
I was under the impression that procs in this game were based on weapon firing cycles, not per-shot hit. Whether it's a Dual Cannon firing 4 bolts or a Dual Heavy shooting 2 per firing cycle, the proc chance is only checked once per firing cycle. Can anyone else chime in to confirm or deny this? Tetryon Glider is a proc, but its base chance is 100%.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-18-2012, 01:16 PM
Keep the AP setup, remove one forward DHC and add a Quantum torp. Replace one AP tac console with a Quantum tac console. Remove the Omega set and replace with either Maco shield + deflector or all Borg + Maco shield. Add subspace modulator in one of your device slots. Add a field generator in one of your science slots. Replace the beams aft with turrets as and when you can. Set your power levels to keep weapons at 125, run 2 copies of epts to keep your shields up.
Quick and dirty answer but with this setup or very similar (as you're able to upgrade things) you will maintain godly dps while increasing your survivability, bigtime.

Edit: you may want to consider 2 field generators since you have more science consoles but you'll obviously be giving something up in lieu of that - but whatever you do keep the borg console installed to get the 2 or 3 set bonus depending upon how you set your equipment up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-18-2012, 03:45 PM
Quote:
Originally Posted by landshark666
Keep the AP setup, remove one forward DHC and add a Quantum torp. Replace one AP tac console with a Quantum tac console. Remove the Omega set and replace with either Maco shield + deflector or all Borg + Maco shield. Add subspace modulator in one of your device slots. Add a field generator in one of your science slots. Replace the beams aft with turrets as and when you can. Set your power levels to keep weapons at 125, run 2 copies of epts to keep your shields up.
Quick and dirty answer but with this setup or very similar (as you're able to upgrade things) you will maintain godly dps while increasing your survivability, bigtime.

Edit: you may want to consider 2 field generators since you have more science consoles but you'll obviously be giving something up in lieu of that - but whatever you do keep the borg console installed to get the 2 or 3 set bonus depending upon how you set your equipment up.
Having tested both Omega and MACO Mk XI shields on my advanced escort, I can say that the MACO shields are better at withstanding a big alpha strike at ~5.9k shield capacity and 15% - 35% damage reduction, but take a while to recover at only 150 recharge rate. On the same escort, Omega Mk XI has about 5.7k shields, 0%-20% damage resistance, and 220 recharge rate, making them able to recover shields more quickly.

Also, if you are going for best kinetic damage output, try giving photon torpedoes a shot. They deal 10% less damage than quantums (3k vs. 3.3k) but fire 20% faster, resulting in better sustained damage output, even after torp-spread and high-yield are factored in. Quantums still have better burst damage when used with torp-spread and HYT, but photons give you more total sustained total kinetic damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-20-2012, 12:27 AM
I use the MVAE with my tactic but with a different configuration.

First of all (in the front) I use only 3xDHC and a dual beam array, to reduce energy drain... moreover the dual beam array help me to front the enemy and fire with the cannons.
In the rear I use only 2xbeam array and a quantum torpedo. Some players use turrets to increase damage when they front enemis, but turrets drains energy and in a real figth you front the enemy only for some time... often your enemy try to turn, evade your fire and fire at your back or side... So my tactic: when I front the enemy I use only front weapon (plus cannon rapid fire or scatter volley) and when I turn or the enemy escape from my front I use beam array and beam overload. So the damage I do not deal with turrets I deal with beam array and with beam overload I can deal a great damage.

Second: I think maco shield is better for an escort and I use it with the others 3 borg pieces. So I increase my energy levels and get other usefull bonus/ability.

Moreover, i do not use console to reinforce my hull... My resistance is in my shields and to increase my resistance I use TT, TSS and EPtS. My end console slots are used by the multivector and borg consoles....

some multivector assault modes are great.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-20-2012, 02:35 AM
Test had few flaws:
- unknown shield regeneration value
- only one trial per test (not enough data to separate random values from general numbers)

But still, if TG do -10 shield damage per volley, then DPS gain should be below -3/s (because it is DC/DHC volleys refirerate)

As you have seen you get 80-120 extra DPS (from -10 base value) just because of equipping Tetryon glider...

As I said, one test is not enough to measure and calculate anything, but results are much closer to %per hit then %per volley.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-20-2012, 08:55 AM
Quote:
Originally Posted by deathray38
Test had few flaws:
- unknown shield regeneration value
- only one trial per test (not enough data to separate random values from general numbers)
I agree that more tests are required for better accuracy, but you're welcome to do some testing as well btw, shield was a MACO Mk XI on a Ferengi D'Kora, and its recharge rate was approx. 160.

Quote:
Originally Posted by deathray38
But still, if TG do -10 shield damage per volley, then DPS gain should be below -3/s (because it is DC/DHC volleys refirerate)

As you have seen you get 80-120 extra DPS (from -10 base value) just because of equipping Tetryon glider...

As I said, one test is not enough to measure and calculate anything, but results are much closer to %per hit then %per volley.
If tetryon glider procs per shot, and +80-120 dps is observed on the DHC, then we should be seeing around +160-240 extra dps on the DC. However, this is not even remotely supported by the results. Experimental error and randomness cannot explain away this high discrepancy. I suggest running your own tests to add to the data.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-20-2012, 09:40 AM
Quote:
Originally Posted by Shar487
If tetryon glider procs per shot, and +80-120 dps is observed on the DHC, then we should be seeing around +160-240 extra dps on the DC. However, this is not even remotely supported by the results. Experimental error and randomness cannot explain away this high discrepancy. I suggest running your own tests to add to the data.

Do you have any thoughts as to why the DHCs seem to receive a larger boost from the proc than the DCs did?
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