Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Guide to Gunships
05-31-2012, 08:45 AM
The Gunships are the cruisers that have more damage then defense like my excelsior calss the USS Ohio is a gunship designed to deal more damage these ships are best used with corviant and regenerative shields like The Aegis set or the MACO set the borg set doesn't work very well becuase of the lack of shield strength. The better wepons for gunships are mk xii antiprotons because of the high wepon power make sure that you also keep a good shield power output. these gunships have alot of hull and are better balanced then a escort but lack the normal cruiser's ability to take multiple hits but work extremely well on elite stfs against generators and cubes becuase of good hull and the wepons the cube has to fight through either a maco or aegis set then tear your hull up which is easy to it but its a back up defense. single cannons can work to but you'll have to revamp boff skills the only reason why i don't use cannons is because of the excelsior's lack of room for cannons abilities.



-go and try a gunship -
please reply with feedback with how it went!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-31-2012, 10:17 AM
Here's my heavy Cruiser retrofit so far. It's not perfect and willing to take any advice I can get. But so far I doing pretty well in STf's I usually the highest Dps ship in each Stf or atleast second even out dpsing some escorts.

http://www.stoacademy.com/tools/skil...86dpscruiser_0


I am running this upfront

3 Rare Mk X Disruptor Beam Array's
1 Very rare Mk X Photon Torpedo ( does less burst Damage than Quantums but out Dps's it )


In the Back
4 Rare Mk X Disruptor Beam Arrays


Deflector
Aegis Deflector

Engine
Borg engine

Shield
MK X Maco Shield


Eng Consoles
2 Rare Mk X RCS Accelerators
2 Uncommon Mk X Neutronium Alloy's

Sci Consoles
Rare Mk X Shield Emitter Amp
Rare Mk XI Bio Function Moniter

Tactical Consoles
2 Rare Mk X Disruptor Induction Coils
1 Rare Mk XI Photon Detonation Assembly

Power settings always set on Attack
weapons 118/100
shields 79/50
Engines 58/25
Aux 53/25

In the last Normal Stf I did last night since I'm level 48 I did almost 5,000 TDPS on The Cure, via cmobat parser.

So did I do a decent job ? I took a Escort thinking to this cruiser build since I'm Tactical.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-31-2012, 11:31 AM
I'm sorry I missed the actual guide part in the Guide to Gunships.

I run 2 Torps, 2 DHC's fore & 3 Turrets and Trico Mine aft. Using Alpha, TT1, TS1, CSV1, DEM, Warp Plasma and the right DOFFs insures a very high DPS output.

Eng
2 Neutronium, 1 RCS, and a Special Console
Sci
Particle Generator, Field Generator
Tac
1 Photon, 2 Anti-Proton

As for power I've got 124/80*/60/60 from 90/55/25/30

That being said, I find while not as tanky as my usual Cruiser it can still take far more of a beating than an Escort and it's a lot of fun to fly, the problem is the lack of Tac stations really lowers the DPS. Luckily the near constant stream of Torps helps greatly on the gates.

Down side? Very Hard/Expensive to get a D'Kora to pull this off with on the Fed Side, KDF can just use the Vor'Cha or even the Negh'Var
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-31-2012, 02:27 PM
Excelsior Refit, USS Brooklyn Battery

Fore: 2x Phaser Cannons, , 2x Quantums. All Mk12 borg.
Aft: 1x Phaser Beam Array, 1x Quantum. 2x Phaser Turret Mk12 borg.

Mk11 Maco Deflector (Have mk12, waiting on sheilds)
Borg engines
Mk11 Maco Shields (Working on mk12..)

Eng consoles: Neutronium alloy, Borg console, EPS Flow Regulator, all mk11 rare, and a RCS accelerator, mk11 uncommon.

Science consoles: Sheild emitter Amplifier Mk11 Rare x2

Tac Consoles: 1x Zero Point Quantum Chamber, Mk11, Rare . 2x Phaser Relay, Mk11 rare.

Now for my Boffs:

Lt Cmd Tac: Tac Team 1, Spread 2, High Yield 3
Cmdr Eng: EPTS 1, Reverse Sheild Polarity 1, Directed engergy mod 2, aceton beam 2
Lt Eng: EPTW1, EPTS2
Ensign Eng: Eng Team 1
Lt Science: Polarize Hull 1, Hazzard Emitters 2

Im thinking of switching out that rear beam array for another turret, but it does provide a good punch to my side and rear arcs. thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-31-2012, 10:13 PM
Quote:
Originally Posted by Dabba2087
Im thinking of switching out that rear beam array for another turret, but it does provide a good punch to my side and rear arcs. thoughts?
As said in the other thread if your running a frontal assault Cruiser why bother trying to maximise your rear arc?

Also Aceton Beam is a tanking skill, and you should really consider a CSV2 on it for firepower.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-31-2012, 11:28 PM
Quote:
Originally Posted by DKnight1000
As said in the other thread if your running a frontal assault Cruiser why bother trying to maximise your rear arc?

Also Aceton Beam is a tanking skill, and you should really consider a CSV2 on it for firepower.
Well, I like the beam when I have my side facing toward the enemy, so really, its a question if i want to sacrifice a little dps on my side, for more up front. I think i might, do it when i get another rare tech.

And i do tank sometimes. Tactical cubes and donatra's ship constantly have me targeted, so im constantly using that, with full shield power and EPTS 1 & 2 with TT to stay alive. I like to be versatile.

CSV2?

Edit: Swapped the rear beam for a turret and swapped HY2 for CVF1,a nd I love it. No shared cooldown ftw
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-06-2012, 02:42 PM
Quote:
Originally Posted by gt86 View Post
Here's my heavy Cruiser retrofit so far. It's not perfect and willing to take any advice I can get. But so far I doing pretty well in STf's I usually the highest Dps ship in each Stf or atleast second even out dpsing some escorts.

http://www.stoacademy.com/tools/skil...86dpscruiser_0


I am running this upfront

3 Rare Mk X Disruptor Beam Array's
1 Very rare Mk X Photon Torpedo ( does less burst Damage than Quantums but out Dps's it )


In the Back
4 Rare Mk X Disruptor Beam Arrays


Deflector
Aegis Deflector

Engine
Borg engine

Shield
MK X Maco Shield


Eng Consoles
2 Rare Mk X RCS Accelerators
2 Uncommon Mk X Neutronium Alloy's

Sci Consoles
Rare Mk X Shield Emitter Amp
Rare Mk XI Bio Function Moniter

Tactical Consoles
2 Rare Mk X Disruptor Induction Coils
1 Rare Mk XI Photon Detonation Assembly
Some things you may want to do:

On your BOffs, ditch Engineering Team entirely (or at least one of them). You'll want 2x EPtW and you will want to keep it active at all times, especially with that many beam arrays, since they drain weapon power fast. You've already got two other hull heals in Aux to SIF III and HE II. The hull heals should be there for emergency only, since you're neither tanking nor healing. When you _do_ end up having to tank something, you'll shield tank it anyway.

What I would suggest for BOff layout:

Ensign Eng:
EPtW1
Lt. Eng:
EPtW1, EPtS2
Comm Eng:
There's Multiple choices here
EPtS1/ET1, Aux2ID1/EPtS2/DEM1/Aux2Bat1 (with Technician DOffs), Aux2ID2/DEM2/EWP1/BP2, Aux2SIF3
Lt. Science:
Leave as is, TSS1 and HE2 is perfect.
Lt. Comm Tac:
TT1, BFaW2, APO1 (get 2x purple Conn Officer DOffs that lower the cooldown on Tactical Team).

You want to cycle EPtW/EPtS/EPtW/EPtS (in that order, one every 15 seconds), this gives you a constant bonus to both weapon power and shield power, as well as a constant shield damage resistance bonus. TSS is for a panic if your shields ever get low, the Aux2SIF3 and HE2 are for those odd times when something does either manage to down one of your shield facings (doesn't happen often when running EPtS constantly and TT every 15 seconds), or for when you get hit by plasma torpedoes where the DoT damage bypasses shields.

Attack Pattern Omega is an absolute must have for any ship that has a tactical bridge officer slot that can use it. It's just too useful in too many ways to pass it up. Get it, use it, love it. You're also lacking an ability to make you tractor beam immune, and it makes way more sense to put in APO1 instead of replacing either TSS1 or HE2 with Polarize Hull.

Since you already have the borg engine and MACO shield, I would suggest replacing the Aegis Deflector with the MACO Deflector. You will also want to get the Borg console. This will give you the two piece set bonuses for both the Borg and MACO sets.

Console choices:

Engineering: Ditch the RCS consoles (turn rate is less important with a beam boat). 3x Neutronium Alloy and either an EPS Flow Regulator or Borg Console is what I would suggest. APO and Evasive Maneuvers is all you need for bonus turning rate in a heavy cruiser retrofit beam boat. Since you're a tac captain, you also have Attack Pattern Alpha. All 3 of them are on separate cooldowns too. Another useful (and often overlooked) console for this ship (any ship with large crews) is the Emergency Force Fields console for the crew death/disable resistance. I usually keep one in my inventory at all times and use them situationally.

Science: replace the Shield Emitter Amplifier with a Field Generator, either replace the Bio Function Monitor for the Borg console, or leave it if you put the borg console in an engineering slot. Regen is much less important over total shield strength in STFs.

Tactical: replace the torpedo console with a third Disruptor Induction Coil. Borg console would go here if you were tanking.

Torpedoes are an afterthought on a beam boat build. Usually it is good to have one fore/aft for the rare times when something passes through those arcs, and because without a Plasmonic Leech Console (KDF Side only), it's hard to keep more than 6 beam arrays firing at once from draining your weapon power too far (where having 7 or 8 beams end up putting out less DPS than just 6 beams). Hargh'peng torpedoes are actually a solid choice, because you will not have either Torpedo Spread or Torpedo High Yield for Tactical abilities. The Breen Cluster Torpedo launcher is also a solid choice. Quantums otherwise, because the idea with this kind of build is to NOT have something in either your forward or rearward firing arcs if possible. You want to broadside and stay broadside. Certain large targets (like the gateways in KA/Inf )you can manage to keep all beams as well as a torpedo on target at the same time, but most of the time you'll be firing beams only. When something passes through your torpedo arcs, you want something that is gonna hit hard in one torpedo. You're not relying on your torpedo launcher to put out sustained DPS, it's for bursting it in single shots when something passes through your torpedo arcs.

If you really want to go escort thinking with your build, I would suggest ditching the beam arrays all the way around and go with either cannons/turrets or dual beam banks/turrets. The weapons layout for your ship right now is a beam boat, which is a very different animal.

My own Tactical officer in a Heavy Cruiser Retrofit uses a beam boat build like this (6x disruptor beam arrays, breen cluster rear, quantum font). My engineering officer also in a Heavy Cruiser Retrofit uses a somewhat different cannon/turret build for tanking/DPS. Main differences in BOff abilities being CRF1 instead of BFaW2, EPtAux instead of EPtW, ET1 instead of EPtS1, a second EPtS2.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-07-2012, 08:52 AM
the ideas are good but i used my excelsior as a DPS cruiser originally the gunships were dps cruiser but they have sometimes switched to AOE and KENETIC DAMAGE i prefer dual beams and 1 forward beam 2 rear 1 forward quatuim and 1 rear but it can be tweeked to be changed the turrets are mainly used for cannons and turrets combined the ENG team i have on the Gunship i own can save my life sometimes but i only have 1 with tactical team and sci team and reroute shield strength saves my life when i use aegis set two since gunships are a mix between cruisers and escorts some escort builds work when you leave out the DHC but if your a klingon that changes the Vorcha retrofit works well my tank got shredded but the vorcha's shields arn't as good since the guy only used borg shields polaron can work well with klingons i don't know what happened to make it like that but anyways the klingon gunships counter well but shield and hull ressistance goes down the drain the dps on the gunships changes depends on the type of shields and hull resistance you prefer flying style also changes everything.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-04-2012, 08:16 PM
4 xii anti beams for 4 anti beams aft xii maco set i have my ody consoles in eng and 1 antiproton and plasma res eng console xii science 4 field gens and 2 antiproton mags tac i have tac team 1 faw 2 eng lt cmdr i have eng team 1 reverse shield pol 1 epts3 for cmdr i have epta1 reverse shield pol 1 epts3 aux to struc 3 science lt hazard emitter 1 tss2 science ensign polrize hull 1
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-04-2012, 08:36 PM
Gunships

The good:

Potential for huge burst damage with the right energy weapon type, great for PvE, most STFs and 'assault' scenarios where you can shield tank and blaze away <5km range.

The bad:

Short effective range. You do virtually no damage at long range trying to demolish probes and Negh'Vars on Cure Elite with cannons alone. And if you get into the effective range of <5km you'd be shot to pieces in no time.

You also need to learn to micromanage a bit. They're not DHCs or DCs, they aren't actually better than beams; cannons are only superior in certain circumstances. Firing cannons blindly does little to no useful damage against hard targets.

How to balance out this weakness:

Run a hybrid beam and cannon loadout. Assault cruisers or Dreadnaught works best for this as you can have TT1, BO1 and CSV1/CRF1.

If you can sacrifice a bit of tanking and self heals (make sure you can keep your ship fast and manage aggro), use Auxiliary to Battery and 2 rare or better Technicians to shave off Tactical skill recharge times by 20% or more. This allows you to buff and shield tank with TT1 and spray cannons everywhere with a 24 second or less cooldown instead of 30sec.

Broadsiding works best, with cannons in the front and beam arrays in the rear. Done right, a gunship doesn't need to point torpedo tubes at targets in its optimal firing arcs. CRF1 is your 'torpedo'

I also recommend disruptors or antiproton weapons as you need to actually destroy things with your huge cannon salvoes, not just re-enact Battlestar Galactica footage. Always keep weapons power at 125, slap on EPTW if possible and since a cruiser needs engineering damage buffs to be really competitive (as my style dictates), I run ship power at 125/50/72/40. This extreme level of engine power spikes to 90+ when Aux2Batt or MACO shield proc comes on, and the lack of shield power is compensated by RSP1 or the next EPTS cooldown.

The above technique is a step up from my early star cruiser gunship days, which only created modest damage with CSV at best and was slow as hell = waiting to get shot at. Survivability improves when you keep speed up and focusing on broadside power means you can move and shoot and never need to close the range beyond what you need to do damage to the enemy.

Omega 2pc set and 1 Maco shield also seems to be my preferred setup, as Tetryon Rider strips shields effectively.
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