Lieutenant
Join Date: Dec 2012
Posts: 38
I've still new in this game. Less than 3 months in and I am currently level 50. I've been using a Tactical Escort Refit for the past month or so. It is a very effective, touch little ship. Lately I have realized that as I have progressed in Ranks and as I continue on the Romulan Missions, the ships firepower seems to be faltering.

Up front I have a Quantum Torpedo launcer and the Hargh'peng, along with a Quad Cannon and a Plasma Dual Heavy cannon. Aft I have Phaser Turret and a Disruptor Turret.

Tactical Consoles I got a Zero Point Quantum Chamber, Warhead Yield Chamber and a Prefire Chamber.

All my Bridge Officer are ranked Commander. And the ship has slots for 2 Tactical, 2 Engineering and 1 Science.

What I want to know is, what can I add to increase the Firepower of my ship.

Should I get rid of that Quad Cannon in favor of a Dual Heavy Cannon?

And the Turrets, while extremely useful in giving an all round arc of fire, and especially useful in destroying heavy plasma torpedos, is it better adviced to replace them with something else?

Looking forward to your feedback and advice. Many thanks!
Starfleet Veteran
Join Date: Jun 2012
Posts: 509
# 2
12-30-2012, 12:05 AM
I would go three dual heavy cannons up front with one quantum torpedo. In the back I would go for two turrets and a mine or three turrets. Make sure all cannons and turrets are the same energy type. Use consoles that enhance your energy weapon type only. For bridge officer abilities I would go for scatter volley three torpedo spread three, scatter volley two, two copies of attack k pattern beta one and two tactical teams.
Lieutenant
Join Date: Dec 2012
Posts: 38
# 3
12-30-2012, 12:55 AM
Thanks Steve. I'm not sure, I will check when I get home. But I could have sworn that my Escort had only 2 aft weapons slots. Maybe I didn't notice the 3rd. But thanks for that layout. Will try it out for sure tonight.
Career Officer
Join Date: Jun 2012
Posts: 933
# 4
12-30-2012, 01:46 AM
Quote:
Originally Posted by samb0wski View Post
I've still new in this game. Less than 3 months in and I am currently level 50. I've been using a Tactical Escort Refit for the past month or so. It is a very effective, touch little ship. Lately I have realized that as I have progressed in Ranks and as I continue on the Romulan Missions, the ships firepower seems to be faltering.

Up front I have a Quantum Torpedo launcer and the Hargh'peng, along with a Quad Cannon and a Plasma Dual Heavy cannon. Aft I have Phaser Turret and a Disruptor Turret.

Tactical Consoles I got a Zero Point Quantum Chamber, Warhead Yield Chamber and a Prefire Chamber.

All my Bridge Officer are ranked Commander. And the ship has slots for 2 Tactical, 2 Engineering and 1 Science.

What I want to know is, what can I add to increase the Firepower of my ship.

Should I get rid of that Quad Cannon in favor of a Dual Heavy Cannon?

And the Turrets, while extremely useful in giving an all round arc of fire, and especially useful in destroying heavy plasma torpedos, is it better adviced to replace them with something else?

Looking forward to your feedback and advice. Many thanks!
Quote:
Originally Posted by empireofsteve View Post
I would go three dual heavy cannons up front with one quantum torpedo. In the back I would go for two turrets and a mine or three turrets. Make sure all cannons and turrets are the same energy type. Use consoles that enhance your energy weapon type only. For bridge officer abilities I would go for scatter volley three torpedo spread three, scatter volley two, two copies of attack k pattern beta one and two tactical teams.
Good advice on the weapon / boff layout the problems I see are:

1. You said your flying the tactical escort refit at level 50? its a Captain level escort so only has 2 aft weapon slots. so is it this ship?

http://www.stowiki.org/Tactical_Escort_Refit

2. If you like the look of the defiant and are willing to spend money you can get the Tactical escort Retrofit its the upgraded version of what you have.

http://www.stowiki.org/Tactical_Escort_Retrofit

3. or try

http://www.stowiki.org/Blockade_Runner_Escort_Retrofit

http://www.stowiki.org/Heavy_Escort_Carrier

http://www.stowiki.org/Multi-Vector_Advanced_Escort

All are escort class and a blast to play with and have 4 forward / 3 aft weapons with a very nice turn rate.

4. If money is an issue and u haven't used your rear admiral ship token you might try:

http://www.stowiki.org/Patrol_Escort

very similar boff layout - LTC Tac vs LT Tac , 4 Tac consoles vs 3 Tac consoles

Weapons preference is up to you but it is generally better to run all the same type of weapons so you only have to buy 1 type of tac console. my general preference in the Defiant if you like the quad cannons is:

FORE
2x Phaser dual heavy cannons
1x Phaser Quad cannon
1x Quantum torpedo launcher


AFT
2x Phaser turrets
1x Hargh'Peng ,or Additional Phaser turret


in your tactical console slots you could run:
3x Phaser Relay + 1x Zero Point Quantum chamber or
4x Phaser Relay - the dmg bonus stacks without issue as i understand it

so if you have Mk XI Phaser relays = 26.2% base dmg boost from each console or 4 x 26.2 = 104.8% BASE dmg boost vs 78.6% for running 3x same console

Happy Hunting
Captain
Join Date: Jun 2012
Posts: 3,005
# 5
12-30-2012, 01:56 AM
the third ensign is kind of a stepchild on this ship, but if you run torpedos just get spread 1 or HY1
another option is to equip a DBB and get a BO3 somewhere in there...in that case you can get the 3rd ensign a target subsystem engines or whatever. That variant is often used in PVP by players.
Go pro or go home
Lieutenant
Join Date: Dec 2012
Posts: 38
# 6
12-30-2012, 02:51 AM
Thanks for the advice Kapla1755. I am using the Tactical Escort Refit at the moment. It is the Captain level ship.

I already used the free ship at Read Admiral Level to buy a Assault Cruiser. Will try to buy the Blockade Runner Escort Retrofit. It looks to be the more powerful of the ships you have listed.

Isn't the Hargh'Peng more powerful than the Quantum Torpedo? Is it worth having it as a aft firing weapon compared to fore firewing weapon?

Quote:
Originally Posted by kapla1755 View Post
Good advice on the weapon / boff layout the problems I see are:

1. You said your flying the tactical escort refit at level 50? its a Captain level escort so only has 2 aft weapon slots. so is it this ship?

http://www.stowiki.org/Tactical_Escort_Refit

2. If you like the look of the defiant and are willing to spend money you can get the Tactical escort Retrofit its the upgraded version of what you have.

http://www.stowiki.org/Tactical_Escort_Retrofit

3. or try

http://www.stowiki.org/Blockade_Runner_Escort_Retrofit

http://www.stowiki.org/Heavy_Escort_Carrier

http://www.stowiki.org/Multi-Vector_Advanced_Escort

All are escort class and a blast to play with and have 4 forward / 3 aft weapons with a very nice turn rate.

4. If money is an issue and u haven't used your rear admiral ship token you might try:

http://www.stowiki.org/Patrol_Escort

very similar boff layout - LTC Tac vs LT Tac , 4 Tac consoles vs 3 Tac consoles

Weapons preference is up to you but it is generally better to run all the same type of weapons so you only have to buy 1 type of tac console. my general preference in the Defiant if you like the quad cannons is:

FORE
2x Phaser dual heavy cannons
1x Phaser Quad cannon
1x Quantum torpedo launcher


AFT
2x Phaser turrets
1x Hargh'Peng ,or Additional Phaser turret


in your tactical console slots you could run:
3x Phaser Relay + 1x Zero Point Quantum chamber or
4x Phaser Relay - the dmg bonus stacks without issue as i understand it

so if you have Mk XI Phaser relays = 26.2% base dmg boost from each console or 4 x 26.2 = 104.8% BASE dmg boost vs 78.6% for running 3x same console

Happy Hunting
Captain
Join Date: Nov 2012
Posts: 1,067
# 7
12-30-2012, 03:09 AM
Before buying the ugly steamrunner, consider the Fleet Tactical Escort retrofit. Its the Fleet Variant of the Tactical Escort retrofit and really powerful. And you dont have to spend money on it, since the four Fleet Modules can be bought via the exchange.
Lieutenant
Join Date: Dec 2012
Posts: 38
# 8
12-30-2012, 03:15 AM
Quote:
Originally Posted by woodwhity View Post
Before buying the ugly steamrunner, consider the Fleet Tactical Escort retrofit. Its the Fleet Variant of the Tactical Escort retrofit and really powerful. And you dont have to spend money on it, since the four Fleet Modules can be bought via the exchange.

Thanks woodwhity. Exchange as in the one at Starbase 1? And where do I have to go to get those Fleet Modules? And after getting them do I automatically get the ship or it has to be crafted or something?
Career Officer
Join Date: Jun 2012
Posts: 933
# 9
12-30-2012, 03:45 AM
http://www.stowiki.org/Fleet_Tactical_Escort_Retrofit

You'll need access to a fleet that has a teir 3 shipyard and the 4 modules.
The exchange is the one on ESD or DS9,(search) just search "fleet module" under description. For some reson I thought it required a teir 5 shipyard but its very early so kinda loopy

The Hargh'peng is unaffected by any torp skills is why I put it in back. I leave it on autofire
And slot a projectile doff to reduce the cooldown.
Its got more pow and takes hazard emitters to clear or target gets a nice secondary explosion sometimes enough to finish the job.
Captain
Join Date: Jun 2012
Posts: 928
# 10
12-30-2012, 05:57 PM
Quote:
Originally Posted by samb0wski View Post
I've still new in this game. Less than 3 months in and I am currently level 50. I've been using a Tactical Escort Refit for the past month or so. It is a very effective, touch little ship. Lately I have realized that as I have progressed in Ranks and as I continue on the Romulan Missions, the ships firepower seems to be faltering.

Up front I have a Quantum Torpedo launcer and the Hargh'peng, along with a Quad Cannon and a Plasma Dual Heavy cannon. Aft I have Phaser Turret and a Disruptor Turret.

Tactical Consoles I got a Zero Point Quantum Chamber, Warhead Yield Chamber and a Prefire Chamber.

All my Bridge Officer are ranked Commander. And the ship has slots for 2 Tactical, 2 Engineering and 1 Science.

What I want to know is, what can I add to increase the Firepower of my ship.

Should I get rid of that Quad Cannon in favor of a Dual Heavy Cannon?

And the Turrets, while extremely useful in giving an all round arc of fire, and especially useful in destroying heavy plasma torpedos, is it better adviced to replace them with something else?

Looking forward to your feedback and advice. Many thanks!
1. This is, what forum dwellers nickname a "skittle boat"... Quad cannon = phaser, then you have a Plasma DHC, phaser turret and disruptor turret. If you match all 4 weapons with a singular energy type (say, phaser if you want to keep that Quad cannon), you can then swap out that prefire chamber with the dedicated weapon type console, which always has a higher percentage boost than the generic prefire one. While you're adjusting consoles, buy a second dedicated energy type one and replace the warhead chamber, leave quantum torps and the zero point quantum console if you like high spike damage with a little more delay between firing cycles...
1.5 - having the two torps on the front is slightly odd without the right build (having three purple projectile officer DOffs slotted for space in your build). Even on dual-forward torp builds, they usually use 2 photons or quantums, as there is no booster for Har'Pengh, and the secondary effect is not as useful as having two direct damage torps.
2. The indication of only two aft weapons indicates you most likely are still flying the Captain-level Defiant, instead of any kind of tier 5 ship. As such, and previously recommended, use the Advanced Escort (slightly more science bend) or the patrol(?) escort (the slightly more engineering bent one) until you can afford to get the Fleet escort refit (zen, buyable off the dilithium exchange with dilithium) or the Fleet escort Retrofit (uses fleet modules buyable off the regular exchange that is on most every base). Both "fleet" escorts use the Defiant skin.
3. As far as BOffs go, a little bit of that will be determined on what build you finally wind up with. Though the recommendation to have Cannon Rapid Fire, High Yield Torpedo, and two copies of Tactical team are solid, especially if you want a ship dedicated to blasting big targets, and use the cannon scatter volley and torpedo spread if you want to take out lots of little ships. Heck, having CRF, HYT, 2xTT, CSV, Torp Spread & an attack pattern of your choice (usually beta) fills your 7 tactical slots quite nicely, and if you get the fleet escort that has like 8 tactical skills, adding a second attack pattern is generally useful.
4. Once you get the Admiral level ship, running 3 turrets or 2 turrets and a mine are both legitimate options...
Yes, I'm going here. Iconic / "hero" ships, I'm talking Galaxy/Defiant/Intrepid here you TNG-era fans, get a T6 version, then ALL the hero ships (Connie, Miranda, NX, etc.) need one too. I'm a ToS fan, and proud of it. This is a themepark, let me enjoy my ride or none of us deserve one...
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 04:09 PM.