Lieutenant
Join Date: Nov 2012
Posts: 95
# 1 Best Ship For Damage ?
12-29-2012, 03:33 PM
I have a tactical cruiser which I love flying around in most of the time, but I keep seeing these little tiny ships flying around th PvE maps and doing INSANE amounts of damage.

Which ships would I need to be looking at to start to load them out to do as much damage as possible for these events ?

Also my Tactical crusier is decked out with XI poloron beams and cannons up front and rear with a single torpedo launcher front and rear. I also have uprated beam damage and poloron damage consoles etc.... Could I do anything else with this system to build more damage into it ?

Also what should I do weopons wise for the new ship ? Poloron is ok ? Or should I be looking at disruptors ? Maybe something else ?

Thanks again for the advice, it's not the first and I am sure it won't be the last
Captain
Join Date: Jul 2012
Posts: 1,818
# 2
12-29-2012, 07:17 PM
Escort of your choice.

4 Dual Heavy Cannons in front, 3 Turrets in rear. Energy type is fairly unimportant but right now disruptor and antiproton are top DPS by a tiny margin. Rotate Tactical Team, Cannon Rapid Fire/Scatter Volley, and Attack Pattern Beta/Omega to kill stuff fast. Use Emergency power to Shields, Hazard Emitters, armor consoles, and other standard things to keep you alive.

This is a very rough description but should be enough to get you started and then you can find what specifically works best for ya. Like dropping a DHC and adding a torpedo might be more your style.

Also, only use the +polaron damage consoles and not the +beam consoles. The ones that increase a specific energy weapon type grant a higher bonus and they stack additively.

Last edited by bareel; 12-29-2012 at 07:21 PM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 1,447
# 3
12-29-2012, 08:36 PM
Quote:
Originally Posted by bareel View Post
Escort of your choice.

4 Dual Heavy Cannons in front, 3 Turrets in rear. Energy type is fairly unimportant but right now disruptor and antiproton are top DPS by a tiny margin. Rotate Tactical Team, Cannon Rapid Fire/Scatter Volley, and Attack Pattern Beta/Omega to kill stuff fast. Use Emergency power to Shields, Hazard Emitters, armor consoles, and other standard things to keep you alive.

This is a very rough description but should be enough to get you started and then you can find what specifically works best for ya. Like dropping a DHC and adding a torpedo might be more your style.

Also, only use the +polaron damage consoles and not the +beam consoles. The ones that increase a specific energy weapon type grant a higher bonus and they stack additively.
Solid advice here. Personally I prefer 3 Dual Heavy Cannons + 1 torpedo up front with 3 turrets in the rear, but it's all personal preference.

Have 2 versions of Rapid Fire and alternate between them every 15 seconds. I like to have 2 versions of High Yield and alternate between them every 15 seconds also.

Emergency power to shields and Hazard Emitters are vital boff abilities for survivability. Personally, I run two versions of emergency power to shields, and alternate between them every 30 seconds. Means you run with high shield power all the time, it's fab.
Lieutenant
Join Date: Nov 2012
Posts: 95
# 4
12-30-2012, 06:27 AM
Thanks for the advice. Will start to build a new ship in the next week or so.

When you say not to use the +Beam console with the +Poloron console, does this mean they do not stack well ? How do you know what stacks and what does not ?

Also saying about using different types of sheild enhancers and hazard emmiters, when I use anything remotely similar, activating one appears to start the countdown on the other aswell ?
Republic Veteran
Join Date: Jun 2012
Posts: 2,197
# 5
12-30-2012, 07:08 AM
Quote:
Originally Posted by earwigvr6 View Post
Thanks for the advice. Will start to build a new ship in the next week or so.

When you say not to use the +Beam console with the +Poloron console, does this mean they do not stack well ? How do you know what stacks and what does not ?

Also saying about using different types of sheild enhancers and hazard emmiters, when I use anything remotely similar, activating one appears to start the countdown on the other aswell ?
energy specific consoles give higher bonuses at the same level than general energy damage consoles.

PS. if you got the thunderchild and Heavy Escort carrier ships. the dual point defense consoles tend to kill most things within 5 KM of you.

some skills also have global cooldowns that are shared, like all the Team abilities... like Eng team, Sci team, also i believe Hazard Emitters and Polarize Hull share cooldowns...
Joined Sept 09.

Curse you Archived Post.... you stole all my Ideas.

Last edited by tenkari; 12-30-2012 at 07:12 AM.
Captain
Join Date: Nov 2012
Posts: 1,011
# 6
12-30-2012, 08:30 AM
Yeah, Damage Type consoles stack with each other (off of the base weapon damage, not cumulative), so they provide a bigger bonus than using a Weapon Type console. The latter are more useful if you're either mixing damage types(hybrids are usually better) or trying to boost a non-standard damage type(mostly exotic projectiles, like the harg torp or Ferengi Missiles or whathaveyou.). You won't reach min/max damage levels like that though.

To improve your cruiser's damage output, swap all the consoles to the same damage type and make sure you have a torp fore and/or aft to finish targets off. Beams or cannons, it's really your choice and a matter of how nimble your ship is. Single Cannons with turrets can be just as respectable on a cruiser as beams(beams - long range shield killers, cannons - short range all-purpose damage).

With that said, cruisers are not dps-mongering glass-cannons. Your role in a cruiser is to keep yourself and everyone else alive. Dead ships do no damage. If you want to do raw damage, fly an escort. If you want to manipulate the battlefield, fly a science ship.

The two most important things to look for in an escort are tactical console slots and tactical bridge officer slots. These will directly impact your damage the most. Engineering slots tend to compliment raw damage output more than science, but combat is not black and white and cases can be made for just about any variation. (Using a tractor beam to hold a ship next to another one that is exploding will do more damage than pretty much any engineering ability.)

Last edited by szerontzur; 12-30-2012 at 08:37 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 702
# 7
01-08-2013, 02:18 PM
Quote:
Originally Posted by topset View Post
Solid advice here. Personally I prefer 3 Dual Heavy Cannons + 1 torpedo up front with 3 turrets in the rear, but it's all personal preference.

Have 2 versions of Rapid Fire and alternate between them every 15 seconds. I like to have 2 versions of High Yield and alternate between them every 15 seconds also.

Emergency power to shields and Hazard Emitters are vital boff abilities for survivability. Personally, I run two versions of emergency power to shields, and alternate between them every 30 seconds. Means you run with high shield power all the time, it's fab.
For escorts:
Bad advice...why use torps....they are overated and waste of energy. DHCs or regular HCs (4) and the rest of them turrets is a solid DPS built. Torps are old school from years ago....stay with the times specially with PvPs
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,110
# 8
01-08-2013, 02:28 PM
Quote:
Originally Posted by crusader2007 View Post
Bad advice...why use torps....they are overated and waste of energy. DHCs or regular HCs (4) and the rest of them turrets is a solid DPS built. Torps are old school from years ago....stay with the times specially with PvPs
Torps use zero energy >_<

Cannons are better damage dealers for PVP due to heavy player reliance on shields, but for PVE, torpedoes are better ranged damage dealers. The new Romulan Hyper-plasma torpedo launcher is a excellent ESTF gate buster at 8km+ distance. It can kill an elite Hive tac cube using plasma fires to bypass its shields. I'm not aware of any cannon builds that do the latter at this time.
Captain
Join Date: Jun 2012
Posts: 2,699
# 9
01-08-2013, 02:54 PM
For the OP, an easy trick to upgun your cruiser instead of having to buy a whole new ship is an Emergency To X power cycle. You equip two Emergency Power To Weapon 1 and two Emergency Power To Shields 2 or 3, then alternate Weapons and Shields every 15 seconds (a keybind helps a lot). It gives you the tankiness cruisers are known for and the extra weapons energy is a big help to those power-draining beam broadsides. It isn't the end-all of DPS or cruiser piloting or anything, but its a good thing to know how to do and should help you a lot while you learn the more complicated stuff.
Lieutenant
Join Date: Dec 2012
Posts: 64
# 10
01-08-2013, 09:43 AM
Still learning the subtle points of the game but a mechanic questions on damage calculations.

If at 50 weapon power your weapons do the listed damage and if at 100 power its does double, how does the percent increase from skills, consoles or other buffs affected the numbers? For example ..

If at 50 power a weapon does 100pts and at 100 power it does 200pts. How would a console with a 20% increase affect the damage calculations would it be 120pts (@50 power) and 240pts (@100 power)? I am used to CoH numbers affecting just the base value and not tested the mechanic of STO.

Also, I read stacking consoles gives diminishing returns. Do points invested in skills, consoles and other buff when added together give diminishing returns or treated differently for coming from different sources?

Celtic Fist
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