Ensign
Join Date: Aug 2012
Posts: 11
# 1 Advanced Escort feedback
10-14-2012, 03:53 AM
I've only just returned to the game so I'm sure my ship layout isn't as efficient as it ought to be.

Fore weapons: phaser beam array, quantum torpedo launcher, phaser dual heavy cannons, phaser dual cannons

Deflector: graviton deflector array

Impulse: assimilated subtranswarp engines

Shields: covariant shield array [cap]x2

Aft weapons: phaser beam array, phaser turret, phaser turret

Engineering consoles: RCS accelerator, RCS accelerator

Science consoles: flow capacitor, power insulator, countermeasure system

Tactical consoles: prefire chamber, prefire chamber, phaser relay, directed energy distribution manifold

Any feedback is appreciated, thanks.
Captain
Join Date: Jun 2012
Posts: 633
# 2
10-14-2012, 05:45 AM
Ok, i'm guessing your from the era when escorts ran beams.

What you need to change.

1. Drop all front weapons for dual heavy cannons.

2. Change all aft weapons to Turrets.

3. Make sure all your cannons and turrets are of the ame energy type and then equip consles that boost that type only.

4. You cna now get assimilated borg sheilds and assimilated borg deflectors from Commander Roxy on DS9, (general merchandise option), get them, then go re-do the borg story arc mission "assimilation" and get the consle at the end. Equip that as well.

5. Re-run the space STF "infected" until you get a sheild tech drop in your loot, now get eithier MACO or OMEGA shelds with that and equip them. I can't advise you on BoFF layout as i run a Patrol myself.I'll let others do that.
Ensign
Join Date: Aug 2012
Posts: 11
# 3
10-14-2012, 09:25 AM
Thanks for your feedback. I realise weapons are preferred on the basis of DPS, but seeing as the dual heavy cannons are slower firing than dual cannons, would a mix of the two be more preferable? For the fore weapons slots have two heavy cannons and two cannons?

I'll re-do those missions to get the necessary technology. I could try the exchange but I'm sure the prices would be exorbitant!
Captain
Join Date: Jun 2012
Posts: 1,395
# 4
10-14-2012, 09:35 AM
Quote:
Originally Posted by retroburn View Post
Thanks for your feedback. I realise weapons are preferred on the basis of DPS, but seeing as the dual heavy cannons are slower firing than dual cannons, would a mix of the two be more preferable? For the fore weapons slots have two heavy cannons and two cannons?

I'll re-do those missions to get the necessary technology. I could try the exchange but I'm sure the prices would be exorbitant!
Borg stuff is good (and you'll need to run some stuff to get MACO/Omega/Borg gear anyway) but you can always find cheap DHCs/turrets on the exchange. If it's at least blue and Mk X or higher, it's a good weapon, and they usually cost pennies.

The difference between DHCs and DCs is kind of complicated, but basically full DHCs are superior on an escort for two reasons:
  1. They unload their damage in a shorter time interval;
  2. They carry innate crit severity.

The former is by far the most important. With an escort, the idea is to deal as much damage in as short a time as possible, and because of their lower firing rates DHCs are more "bursty", leaving an opponent much less time to react.
Lt. Commander
Join Date: Jul 2012
Posts: 146
# 5
10-14-2012, 09:41 AM
Not too bad...the use of the dual cannons is more for the proc from the phaser weapons.

I currently use disruptor even though I have access to the phaser quad cannons. On my escort:

I run dual heavy cannon, dual cannon both of these are polarized disruptors. Quantum torpedo laucher and disruptor dual beam bank. I am running three polarized disruptor turrets on the back.

With the boff layout of attack pattern beta 3, cannon scatter volley 1, beam overload1, and torpedo spread 3....i am able to debuff multiple targets with attack patter beta and cannon scatter volley...and then follow up with a beam overload (seen 75k crits) with torpedo spread 3 (a number of 10-35k hits) this makes short work of all things STF!

I am actually using something similar on the temporal destroyer and the Chimera and the MVAE. I am a big fan of disruptors and an even bigger fan of polarized disruptors on cannons and turrets. I use regular disruptors for max crits as well.

PVP requires a different setup....
Captain
Join Date: Jun 2012
Posts: 633
# 6
10-14-2012, 10:50 AM
Quote:
I run dual heavy cannon, dual cannon both of these are polarized disruptors. Quantum torpedo laucher and disruptor dual beam bank. I am running three polarized disruptor turrets on the back.

With the boff layout of attack pattern beta 3, cannon scatter volley 1, beam overload1, and torpedo spread 3....i am able to debuff multiple targets with attack patter beta and cannon scatter volley...and then follow up with a beam overload (seen 75k crits) with torpedo spread 3 (a number of 10-35k hits) this makes short work of all things STF!
And people running stupid builds like this are what annoys the hell out of me the most.

beam Overload applies a HUGE negetive wepaons power spike when fired. the resultant lost DPS over the next severla seconds is as great or greater than the bonus damage from the beam overload. result your no better or even worse off in terms of total damage output, and since your runnign an escort you could and should have been running an extra DHC in the place of that dual beam bank and doing even more DPS.

Bam overload is great where you need to front load your damage, (PVP enemies sicne they heal loads), but in any situation where there's no healing it's at best of no benefit, and at worst an outright downside.

Torps on an escort i'm somewhat not sold on as well. It's more personal prefferance but i find the skill points spent on kenetics could go better elsewhere. Though if you want to run a set of mines i'd say it makes sense, (Plasma mines are best PVE mines IMHO), and mines are good with borg bonus or lots of +crit chance.

DHC vs DC's is an easy anwser.

DHCs's do the same DPS, drain slightly more power, but fire more damaging shots at a slower rate. All your trading off is less weapon procs for less power drain. in raw PVE terms the latter outweighs the former mostly, but PvP DC's probably make much more sense as the proc can be so handy.
Captain
Join Date: Jun 2012
Posts: 1,395
# 7
10-14-2012, 09:29 AM
A quick and easy BOff layout for a pure cannon AE:

Lt. Com. Tac: Tactical Team I, Cannon: Rapid Fire I, Attack Pattern: Omega I
Com. Tac: Tactical Team I, Attack Pattern: Delta I, Attack Pattern: Omega I, Cannon: Rapid Fire III
Lt. Eng: Emergency Power to Shields I, Emergency Power to Shields II
Lt. Sci: Hazard Emitters I, Transfer Shield Strength II
Ens. Sci: Tractor Beam I

If it's just for PvE, feel free to swap out AP: D for C: SV or something.

Last edited by shimmerless; 10-14-2012 at 09:35 AM.
Empire Veteran
Join Date: Jun 2012
Posts: 454
# 8
10-15-2012, 01:50 AM
Quote:
Originally Posted by retroburn View Post
I've only just returned to the game so I'm sure my ship layout isn't as efficient as it ought to be.

Fore weapons: phaser beam array, quantum torpedo launcher, phaser dual heavy cannons, phaser dual cannons

Deflector: graviton deflector array

Impulse: assimilated subtranswarp engines

Shields: covariant shield array [cap]x2

Aft weapons: phaser beam array, phaser turret, phaser turret

Engineering consoles: RCS accelerator, RCS accelerator

Science consoles: flow capacitor, power insulator, countermeasure system

Tactical consoles: prefire chamber, prefire chamber, phaser relay, directed energy distribution manifold

Any feedback is appreciated, thanks.
forget about it:

front: 3xDHC 1xtorpedo
rear 3xturrets

boffs layout:

tact lt cmd: TT1, ATB1, APO1
tact cmd: THY1, THY2, CRF2, CRF3

eng lt: EPtS1, EPtS2

sci ensign HE1
sci lt TSS1, TSS2

use 3 x purple conn officers TT variant

also use maco shield and 3 borg set pieces

p.s.
you can use TS and/or CSV instead of THY and/or CRF

Last edited by eurialo; 10-15-2012 at 01:56 AM.
Captain
Join Date: Jul 2012
Posts: 1,449
# 9
10-16-2012, 06:04 PM
Quote:
Originally Posted by retroburn View Post
I've only just returned to the game so I'm sure my ship layout isn't as efficient as it ought to be.

Fore weapons: phaser beam array, quantum torpedo launcher, phaser dual heavy cannons, phaser dual cannons

Deflector: graviton deflector array

Impulse: assimilated subtranswarp engines

Shields: covariant shield array [cap]x2

Aft weapons: phaser beam array, phaser turret, phaser turret

Engineering consoles: RCS accelerator, RCS accelerator

Science consoles: flow capacitor, power insulator, countermeasure system

Tactical consoles: prefire chamber, prefire chamber, phaser relay, directed energy distribution manifold

Any feedback is appreciated, thanks.
You want a regnerative shield and Nutronium Hull plating instead of the RSC consol and the quatum torpedo consol get rid of the direct energy consol.
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USS WARRIOR NCC 1720 Commanding Officer
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Captain
Join Date: Jun 2012
Posts: 633
# 10
10-16-2012, 06:15 PM
Quote:
Go away...your numbers are bogus because if your weapons are hitting for that little...you missed a day in class!

DHCs - unbuffed 1963.6 damage (1309.1 DPS) buffed 4076 (2600 DPS)

DC - Same as above

Dual beam bank - unbuffed 1366.8 damage (1093.4 DPS). Buffed 14463 damage (9642 DPS)

torpedo unbuffed 4905.3 (577.1dps) buffed - 5099 x 4

Turret unbuffed 507.8 (677.1 DPS) buffed - 1041 (1429.8 DPS)

Next time before getting a tiff about something you know little about...take a look at the streaming numbers above your target as you are shooting them. You might see some numbers that wouldn't make sense to you by your logic.

Good luck with that!

Edit: The other intangible that you are forgetting is the use of attack pattern beta to debuff the targets I am shooting at.

Have a good one
I said ii was with MkX whites, thats the onyl way i could get equal mark and modifier weapons to eliminate any variable cheap, you are NOT getting 1300DPS out of a MK X white DHC, you might out of a MKXII Purple, sure, but not a MKX white.

Likewise your buffed numbers means exactly nothing, their usless for the discushion in questuion. base numbers are all that matters. yes i'm sure if you pop all your offensive coldowns and then damage a crit you cna puch upto somwhere close to a 40K DBB BO1 crit. But it;s a bogus number.

You cannot hit all those buffs every time you hit BO1, and a DHC running CRF or CSV will more than make up the diffrance in between, not to mention a DHC running CRF benefits the ssame from all those buffs which makes the number even more meaningless. Hell using your own numbers the diffrenace between your DBB and the DHC's is 300DPS, or 9K over 30 seconds between each BO1. Add on all the lost damage from the power drain and you don't have a leg to stand on. your nunmbers ar wrong, misleading and tottally and utterly bogus.
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