Lieutenant
Join Date: Jan 2013
Posts: 81
# 1 Dreadnought Cruiser build
03-18-2013, 07:47 AM
Any ideas to make the Dreadnought Cruiser as powerful as it can be?
Captain
Join Date: Jul 2012
Posts: 928
# 2
03-18-2013, 08:03 AM
Phaser, preferbly mk12 but mk 11 will do, then phaser relay. This will enhance the lance. Borg console, RCS module, Borg ewngine, covarient sheilds. Point defense console. Shield enhancing consoles in sci area and hull armor to protect you from most types of weapons. If possible anti matter spread. Bo skills, tacical. Fire at will, Torpspread or high yield, Beam Overload. Engineering Structural integrity, Engineering team, reverse sheild polarity, Aux to sheilds, aux to weapons ( for overload). Science Hazard emitters and science team.
Republic Veteran
Join Date: Oct 2012
Posts: 1,563
# 3
03-18-2013, 08:11 AM
Captain
Join Date: Jul 2012
Posts: 928
# 4
03-18-2013, 08:17 AM
Smokey they're old.
Captain
Join Date: Jun 2012
Posts: 2,725
# 5
03-18-2013, 01:08 PM
There was a build floating around a while back of basically turning the Dread into a giant sniper rifle for taking out high-value targets by maximizing the alpha strike. IIRC, tac captain with 4 single cannons (DHCs were too limited with that turn rate, even for sneak attacks), 4 turrets, DEM3, and CRF1. Use the cloak to close, decloak at close range, use every buff available, and unload. Bonus points for having the Subspace Jump console, timing your EPTW to add the extra couple percent damage bonus, and/or throwing a weapons battery into the mix. Never tried it (prefer the feel of beams on Fed cruisers, and don't own the Dread anyways), but it looked like it had potential.
Career Officer
Join Date: Jun 2012
Posts: 1,861
# 6
03-18-2013, 01:56 PM
Quote:
Originally Posted by reginamala78 View Post
There was a build floating around a while back of basically turning the Dread into a giant sniper rifle for taking out high-value targets by maximizing the alpha strike. IIRC, tac captain with 4 single cannons (DHCs were too limited with that turn rate, even for sneak attacks), 4 turrets, DEM3, and CRF1. Use the cloak to close, decloak at close range, use every buff available, and unload. Bonus points for having the Subspace Jump console, timing your EPTW to add the extra couple percent damage bonus, and/or throwing a weapons battery into the mix. Never tried it (prefer the feel of beams on Fed cruisers, and don't own the Dread anyways), but it looked like it had potential.
The Lance is completely broken. I took out the dreadnought 2 weeks ago and the lance is about as powerful as a sneeze. It's misses constantly and even when you get it to hit a BO1 with a beam array has more damage potential in its current state. Cryptic needs to fix the lance big time.
Lt. Commander
Join Date: Jun 2012
Posts: 177
# 7
03-18-2013, 08:48 PM
Quote:
Originally Posted by reginamala78 View Post
There was a build floating around a while back of basically turning the Dread into a giant sniper rifle for taking out high-value targets by maximizing the alpha strike. IIRC, tac captain with 4 single cannons (DHCs were too limited with that turn rate, even for sneak attacks), 4 turrets, DEM3, and CRF1. Use the cloak to close, decloak at close range, use every buff available, and unload. Bonus points for having the Subspace Jump console, timing your EPTW to add the extra couple percent damage bonus, and/or throwing a weapons battery into the mix. Never tried it (prefer the feel of beams on Fed cruisers, and don't own the Dread anyways), but it looked like it had potential.
The Hakashin build. Works bloody wonders.
I AM THE HARBINGER OF HOPE!
I AM THE SWORD OF THE RIGHTOUS!
Empire Veteran
Join Date: Jun 2012
Posts: 187
# 8
03-18-2013, 08:22 PM
Quote:
Originally Posted by nelson2014 View Post
Any ideas to make the Dreadnought Cruiser as powerful as it can be?
cannons or beams??? yep, old debate on which is better...
I find that either of the two is viable, just different play style.

beams fore: 1xDBB, 2xBA, 1x torp
beams aft: 3xba, 1x torp/mine

cannons fore: 1x DHC, 2x SC, 1x torp
cannons aft: 3x turret, 1x torp

That's a basic setup above. Tweak it to style.

if cannons, get rapid fire.
if beams, get, well, whatever.
if your tanking, beams are better with fire at will.
either way, 1 tac team minimum.

other useful powers include but are not limited to;
tractor beam, emergency power to shields, torp high yield, reverse shield polarity,
hazard emitters, polarize hull, engie team...

on consoles, 2x neutronium, rcs, field gen, cloak, max phaser relays,

best set I've used on it so far was borg, though other sets can be just as good if not better,
especially in the shield department.

Perhaps I should pull mine back out and update it again.
If you want, I'll post the current build for it.
Lt. Commander
Join Date: Jun 2012
Posts: 177
# 9
03-18-2013, 08:56 PM
I'mma make this simple. The dreadnaught is a fickle beasty. It CAN work, if flown properly with the right equipment. Not many people do fly it properly, which is why so many people say it's underpowered.

I say it's a niche ship. No matter which way you fly it, it needs too be flown with a fleet. Find a group of people, and stick with them, learn how the beauty moves.

I personally recommend the Hakashin build. I've flown it myself. The only downside is it's primarily made for tactical pilots, meaning if you've specced into something else, you're btter off with a different ship. Use the thing as a giant sniper rifle. Put as much firepower downrange as possible, meaning cannons and CRF 1. DEM can help, but I don't ever notice huge improvements too firepower with it. So long as you stick as many of the best phaser relays you can get your hands on into the tac slots, and use a a properly timed bombing run, this thing will eat most weaker hulled starships for breakfast. If you've got a stronger hulled ship your trying too take down, have your team munch on it for a while, then come in and do the same thing to them, decloaking and snapping their hull in two with the lance.

When I used this build, even on mediocre equipment, I would often break through smaller weaker cruisers. Tor'Kahts didn't stand a chance, and escorts were piecemeal prey. I often saw 70-80k + alpha strikes from the lance.
I AM THE HARBINGER OF HOPE!
I AM THE SWORD OF THE RIGHTOUS!
Captain
Join Date: Jul 2012
Posts: 2,137
# 10
03-19-2013, 05:22 AM
The problem with the Lance is that it hardly ever fires accurately. Sneaking up to within 2km of an enemy's rear and firing the Lance doesn't work either, it missed both times.

I'd say stick with flying a Guramba Siege Destroyer, on the KDF side. The Javelin has a better aim, and deals more damage if properly buffed. I've been able to hit "90k (60k)" when hitting all the buttons.

stardestroyer001, VA Explorers Fury | Email me for a Pro-Galaxy sig!
My Useful List of STO Forum Threads, Ship Builds & More! | My Forum Gripes
Foundry: A new series coming soon! | PvP: PvP Boot Camp, Notebook Project Almost Done!
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.