Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Should i use a Crusier?
06-09-2011, 10:58 AM
Hi This is my first post so any constructiv critsim will be helpful

I am a LT 3 and i like the T2 Crusier and the other crusiers but i'm not rly sure if i should use that or the escort and i like those to. I'm a Tactical officer with:

Klingon Engineer: Engineering Team 1 2 points
Vulcan Science: Hazzard Emitters 1 2 points
(Don't have a Tactical yet though hoping to get Beam Overload)

i've played the demo on steam for 123 hours doing various reseach on many charcters to find the best char set.

My Stats are:
Starship command:9
Starship Engineering (i think) it's the one with increased power for ships that's:7
Assault combat?? (the one that increases ground combat damage) that's 1

i play as the guy who has lots of weapons and go sorta all out warfare. I think that sorta makes a crusier captain but i thought i'd ask the public. Feel free to correct me on anything
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 10:58 AM
'All-out warfare'? That depends on what you mean by that: the cruisers are more for tanking (taking most of the heavy damage) and sustaining damage against the enemy in the meanwhile. escorts are much more fragile, but they deal more damage in alpha strikes (you come in fast, fire EVERYTHING, then get away and minimize your damage)

As for your skills, Engineering Team is a good hull heal for either one. Hazard Emitters is a good skill later in the game, when you have many enemies using debuffs on you, but for now, they are few and far between (and even then, they aren't too serious). If you're going for a cruiser, Beam Overload is the way to go (but if it's an escort, find the cannon weapons and abilitiles, as they work better with the escorts turn rate)

Starship Command is good for any ship, as it slightly increases their stats. The skill that increases starship power, that's Warp Core Training, which is also good. Assault Training does increase ground damage, but only on certain things (it lists ground grenades, rifles and assault weapons, as well as ranged combat abilities), so be careful what you have equipped

hope this all helps
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 10:58 AM
Thanks for that

Using the info you've given me, i think i will go crusier, massive, lots of weapon slots, heavy shields (i want to use covaient and i know about the lifetime taking of the regen). i like beam overload as i push all power to weapons, wait to 100. Me + Beam Overload + dual phaser banks = lot's of damage

Engineering team i found useful and has saved me a few times and mainly when i take on big ships.
Hazzard Emitters i found good as a top up on hull health. And on the Stranded in space mission to heal the SS. Azua.

I'm going to get the borg bridge officer so if anyone has had it or use one i would be intrested to find out more before i buy the C-Store coins.

Also does having the following ship weapon set up work in the later game assuming i just carry on with adding more??? I find this a decent set-up but i would go with a few photons

Fore
Dual Phaser Beam Array M2
Dual Phaser Beam Array M2

Aft
Phaser Beam Array M2

(The boring bits)

Shield Array standard
Impulse Engines standard
Deflector dish standard

Will post my away team stats and stuff when i get a chance
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 10:58 AM
Quote:
Originally Posted by NCC-1543
Thanks for that

Using the info you've given me, i think i will go crusier, massive, lots of weapon slots, heavy shields (i want to use covaient and i know about the lifetime taking of the regen). i like beam overload as i push all power to weapons, wait to 100. Me + Beam Overload + dual phaser banks = lot's of damage

Engineering team i found useful and has saved me a few times and mainly when i take on big ships.
Hazzard Emitters i found good as a top up on hull health. And on the Stranded in space mission to heal the SS. Azua.

I'm going to get the borg bridge officer so if anyone has had it or use one i would be intrested to find out more before i buy the C-Store coins.

Also does having the following ship weapon set up work in the later game assuming i just carry on with adding more??? I find this a decent set-up but i would go with a few photons

Fore
Dual Phaser Beam Array M2
Dual Phaser Beam Array M2

Aft
Phaser Beam Array M2

(The boring bits)

Shield Array standard
Impulse Engines standard
Deflector dish standard

Will post my away team stats and stuff when i get a chance
If you wanna use Covariant Shields then I suggest you invest some points in obtaining EP2S for some instant shield heals. Sci Team also heals shields in a pinch though its true usefulness extends to cleaning off debuffs as well. And lets not forget RSF or RSP to increase your shield regen rate (the latter being the most useful if you've got more than two weak arcs).

In terms of the topic for using cruisers you need to prepare for their low turn rates and generally slower speed. You can temporarily buff this up with Evasive Maneuvers and A2ID (if I'm not mistaken) though the latter doesn't give as much of a turn rate boost.

As far as what cruisers to take, that's your call. The cruiser line has very few alternate options until you reach the endgame content and then its a matter of which cruiser fits your play style and skill set.

BTW Single Beam Arrays will give you more coverage than Dual Beams, the tradeoff is a lower damage output. The plus side is nearly nothing can get in your blind spots. Its a bland/boring weapon choice to use "Single Beam Arrays" but its effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 10:58 AM
when i get promoted to LT Commander i'l start to look into the skills that you have mentioned. With the single phaser array's i found even though the arc was decent the damage wasn't so i changed to the dual beams, as you would expect the damge shot up and the mobs shields just didn't have a hope in hell. i just made sure that i turned just before they did so i could carry on eating the shields.

I havn't tried the covaniant yet but the regen, resilant was terrible. The regen didn';t take the damage but the regen side of it........ made no difrence to the standard. The resiliant still useless (watch STOked Master Your Shields on youtube) i did these tests before i watched that vid but the resliant was quite like this:

mob damage (eg. 200 a poke in comparrsion to other damage points that have been given to me) + resliant shields = no shields (or in short getting killed)

Ground skills for my away team are:
Engineering: quick fix 1 1 point
Science: Medical tricorder????? (not sure it removes debuffs and heals around 60 hp

i'm also unsure about what energy weapon types i'm going to use but not going to use turrets i thought about one of every type of (one for a better word Element) such as anit-proton, phaser,disrupter etc

if anyone's got any sort of info on the borg bridge officer that would be helpful if you could post it or give me a link to a post about it
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 10:58 AM
You need to remember that torpedos of the same type share a global cooldown. Meaning if you fire one, all the others of the same type on that arc will go into cooldown as well. So maybe you should think about using one torpedo per arc. You can still use High Yield and Salvo skills to spread the pain around.

The Paratrinic is a Covariant spin-off which is level-less but only obtainable at Mk IV. As you re-aquire it at higher ranks the shield strength supposedly increases. But I personally don't use it, I let it collect dust in my bank.

Engines: The best one depends on your overall plans. If you want some maneuverability you can use Argis Engines becuase they give you a +10 to the Combat Maneuvers skill and everything that uses said skill will benefit. Otherwise you can keep to your Borg set. On the road to Admiral however, you can use Efficient Impulse Engines (Lt.Commander only) for their useful +3.8 Weap/Shield/Aux settings (with an efficiency power boost to any of those three running at 75 or lower). Beyond that you should pick either Combat engines (useful 50 or lower engine power) or Hyper (useful at 75 engines or higher) Impulse Engines. After that you want to decide what you feel is more important, raw speed or a better turning rate. Impulse engines can be bought or obtained from missions with those two modifiers.

Otherwise get the Borg Engine so you can cross Sector Space in a jiffy (Warp 14) and change it out prior to entering combat. Or keep it, its your choice.

Deflector: If you want the Borg Set, use the Borg Deflector.

Weapons...
Personally I tend to go around PvE shooting nothing but plasma beam arrays/dual cannons like a "son of a female dog". Even though I don't have ANY points in the "plasma energy weapons" skill, I still do enough damage to hurt at max weapon power and I like it when they proc my target(s) with the plasma fire DoT. BURN BABY BURN! *cough*

However its not for everyone and you have to equip your consoles appropriately (I use Plasma Infusers as a result of my weapon choice).

Since you are considering sticking to Phasers and Photon Torpedos, there are two consoles that would would be the most useful to you. But for it to be effective and efficient for skill points you really need to equip weapons of the same energy type. Want phasers? Use nothing for energy weapons except phasers. Swapping out skills is not cheap so think about the long term skill build.

Phasers: Phaser Relay
Photon Torpedos: Photon Detonation Assembly

If you wanna use more than one type of phaser, you can do something like this when you are finally allowed to use T5 ships (You can't use the Excelsior Retrofit until Vice Admiral but you can use this weapon setup as early as Rear Admiral Lower Half):

Forward - 2xPhaser Array, 1xPhaser Dual Beam Bank, 1x Photon Torpedo
Aft - 3xPhaser Array, 1x Photon Torpedo

Dual Beam Banks don't work on aft slots, they are forward-only weapons. As a result your rear arc won't have as much punch as your forward arc and you should keep an eye on it.

Skills I won't discuss and instead leave that floor open to everyone else so they can help you with that. I have my picks even if they aren't perfect, based on reading suggestions. So too should you build yours based on suggestions of other players.

At this point I've pretty much did all I can. the STO Wiki is your best research tool next to player experience so I'll leave you to look around and make choices yourself.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 10:58 AM
what you have said is extremely helpful as i havn't found out much info on all this stuff that has been said..... even though i'm L3 i can still start to make the weapon build as i move up through the lvs..... i'm going to stick to phasers and save the points and place them into other slots like boosting up my bridge officers skills


i really do apprecate the advice you've given me and i'l follow this up by making a list of the good stuff based on what i want and what you have said......
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 10:58 AM
I will say this I leveled my engineer on crusiers as a beam ship, now using a 7 phaser single beam, 1 quantom torpedo setup, in the dreadnought, it's okay but your bulky and slow as heck especially around lieut com.

Its easy, moderatly boring, and works. What pwns is dual heavy phasers for all fore slots, turrets only in rear. With tac skills in tac, cannon speed 1 and 2, other one with tac, and cannon 1, engineer emergency power to shield, reverse shield polarity, sci with sci team 1, hazard emitters 2.

I literally eat anything in front of me! Battleship 4 birds of prey and a escort? Lol BoP's take one triple cannnon volley each, escort 2 shots, the bship might survive 3 shots.. And as long as your moving full speed... They can't really hit you much at all, and when they nail u...reverse shields for full heal... Its just extremly hard getting used to 45 degree fire. But once you get used to playing zoomed in to the rear of your ship looking over it to aim... Its a blast, hell its just as fun on my sci officer
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-09-2011, 10:58 AM
Thanks for that as you've given me another option to outfit my ships but i don't agree on the turrets as they have crappy damage yeah 360 arc but at the cost of doing.......what say 50 DPS every firing cycle where as a single phaser array can do for argument's sake 500 DPS every firing cycle but only with 270 arc (wich i'd put to aft). i know that every one has their own playing style, yours sounds like aim shoot kill with a constant amount of damage on the shields to keep them down. i'd rather do massive damage and wait say a 2 colldown and then deal that same damage again....repeat until mob is eating his own warp core.

Here i do agree with you as you've stated:

dual heavy phasers for all fore slots

yeah sounds good but argument's sake the mob has reverse shields then what...you'l just be healing them instead. i know that pve mobs probs won't have that but i'm just saying that i'd like to have a few photons with me at all times and i think i mentioned in my last post that i like to have the photons cos when say aft shields are down *FIRE THE PHOTONS* i tend to move at full speed anyways but sometimes i drop to 1/4 just so i can get another firing round out before they pass.


Skills

beam overload is a good option here
reverse shield polarity also i agree with here
emergency power to shield = this applies to me in ay game i play
hazard emitters = i have version 1 this is good if u need a top up and your not getting much damage
engineering team = i have this version 1 and i like it


im going to assume that you'vee read the other posts to i think that skills i posted their would be a good choice for my playing style which so happens to be the aggro tank guy or as i posted i think in my first was all out warefare which now after reading all these hints, tips and comments is not close tom how i play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 10:58 AM
Your half right, I've run dual beam front like you mentioned, your aft phasers will fire about 10% of the time when your front is shooting if your rear end is up and sideways of the target.

As single beams your aft will hit about 75% of the time on average if your good between the time your forward beams hit, and you angle to meet them... But that's engaging them at 9.9km and turning sideways, and energy weapons do less damage at a distance than up close, I'd guess about 2/3 the damage at 7k+.

It works fine just not optimial. If your going to stay beam look at your targeting options too... Mines setup to fire on anything it can even if its not targeted, as long as its attacked me, so my aft will sometimes pickoff that annoying fighter.

Last note turrets do about 20 dps less than A beam, and hit 100% of the time, AND cannon fire speed buffs... Boost turrets, so its basically like I'm beam overloading with my cannons and turrets. You should try it if you have the spare $.
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