Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
12-12-2011, 05:40 PM
Quote:
Originally Posted by kostamojen View Post
People push things the wrong direction, causing mission failures
QTF.

Had one match where the guy accidentally popped it and pushed all four probes into the big time vortex of doom. That made me sadface.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
12-12-2011, 05:44 PM
Quote:
Originally Posted by stargazer5583
I have been using the full borg set minus the console (just hit VA only 2 or 3 days ago), so I has a few questions:

Questions:

1. Should I be worried about the Change in damage of Antiproton Mk X to Antiproton Mk XI if I have the right consoles?

2. Antiproton or Phaser, or another type?

3. 3x DHCs or 2x DHCs and 1x Dual Beam Bank?

I am aiming for the MVAE and wanted to know which weapons to grind for, I can get a full set of Antiproton Mk X right now, but am 6 Rare Borg away from XI.

I have been enjoying the Borg Shields for the high regen rate when I put all my power to it, and I am also 1k R&D away from the Aegis set.
1. I would say yes. Its always best to run the highest rank item you can. But save up and do it properly, if you run a lower rank for awhile its not as important. However, for Elite, it's best to have MK XI or higher blue/purple everything just to stay alive and do enough damage to complete the missions on time...

2. Currently with the change to skill tree, any type will be OK and the benefits of one over the other are hard to even notice now. The best are still these three: Antiproton, Phaser, and Disruptor. But the other three are cheaper to acquire on the exchange if you wish to upgrade (A higher ranked anything is always better than a lower ranked something)

2. If you run a Dual Beam, you need a reason to. IE a beam skill, like Target Shield Subsystems. (Beam Overload won't help much in STF's, as it will drain your power and kill your fire rate temporarily). Fire At Will can work with the Dual Beam too, but again you have to sacrifice something to use it. Works best with a Defiant Refit or Klingon Raptor due to having an extra Tactical skill versus the other Escorts (2x DHC, 1x Dual Beam is a standard PVP layout FYI, useful for Burst Damage which is critical in PVP but not so for STF's)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
12-12-2011, 06:00 PM
Quote:
Originally Posted by kostamojen View Post
Engineering Team on a Fleet escort in the ensign ability is good. I usually use that for PVE, but the amount of time I'm using Tac Team on the STF's I figure I had better find something else that doesn't have a shared cooldown

I left out the repulsors on purpose...

People push things the wrong direction, causing mission failures

And people push around the Carrier on Cure or Donatra on Khitomer, which really irritates people.
True. I guess I should qualify it as a 'if you know how to properly use it' skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
12-12-2011, 06:28 PM
A few comments:

1. Why no love for Polarize Hull? I consider it essential to my MVAE build, running Polarize | Hazard 2 | Sci Team 3. Escaping from their tractor beams (Omega pattern alone isn't usually enough due to recharge) is almost more important then managing your shields.

2. I would argue that manual shield management is more efficient (albeit more difficult) than using two tac teams. I run one to clear debuffs and that is it. It requires almost no additional effort if you have the right control setup, which leads nicely into my next point.

3. Use joystick to control your ship over mouse + keyboard. Maybe this is because I grew up on Freespace, but I've always considered a joystick THE way to fly a spacecraft. I have projectile & energy weapon control, shield distribution via the hat switch, equalize shields, and three different targetting controls at my fingertips, without moving my hands at all. I find that my left hand is constantly busy with the hotbar shortcuts, steering with that hand would be too much, and I've found that it simply allows for better, more accurate control over your ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
12-12-2011, 07:29 PM
I fly a bug in STFs as a sci officer

3x DHC 1x quantum
3 x turrets

MACO set

4x Neutronium
borg console
4x Disruptor Induction Coil

Subspace Field Modulator

Hazard1 and TSS2 for first uni slot
epts1 and aux to struct for second uni slot
tac team1, torp high yield 2, cannon scatter volley 2, attack pattern omega
tac team1, torp spread 2, cannon rapid fire 2,
epts1

I can pretty much hold my own while tanking and dishing out damage, but I still get one shoted by tac cubes in elite.

(also first post ever!)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
12-12-2011, 08:01 PM
Quote:
Originally Posted by Naldoran
1. Why no love for Polarize Hull? I consider it essential to my MVAE build, running Polarize | Hazard 2 | Sci Team 3. Escaping from their tractor beams (Omega pattern alone isn't usually enough due to recharge) is almost more important then managing your shields.
Polarize hull is a good resist skill, but it shares a timer with Hazard Emitters and has a long cooldown, not to mention loosing TSS which is a great shield heal/resist ability that can also be used on other players too.

Escaping tractor beams IS important, but tanking whatever is tractoring you is even MORE important!
Quote:
2. I would argue that manual shield management is more efficient (albeit more difficult) than using two tac teams. I run one to clear debuffs and that is it. It requires almost no additional effort if you have the right control setup, which leads nicely into my next point.
Manual shield management can't keep up with the tactical teams. I've tested this pretty extensivly, Tactical team (even Tac Team 1) has an instantaneous effect on shield transfer, while using the Arrow keys or the Distribute ability are significantly slower at routing your shields, which leaves you open to direct hull hits.

Plus, with 2x Tac teams you only have to press two buttons (one ever 15 seconds) as opposed to ramming the other buttons constantly.
Quote:
3. Use joystick to control your ship over mouse + keyboard. Maybe this is because I grew up on Freespace, but I've always considered a joystick THE way to fly a spacecraft. I have projectile & energy weapon control, shield distribution via the hat switch, equalize shields, and three different targetting controls at my fingertips, without moving my hands at all. I find that my left hand is constantly busy with the hotbar shortcuts, steering with that hand would be too much, and I've found that it simply allows for better, more accurate control over your ship.
I hardly use my mouse during combat. Its only for camera moving and specific target selection. I have no issues with movement, and tend to be the first one to get out of the way of explosions or to a place before everyone else while pointing the correct location
Quote:
Originally Posted by dobacco View Post
I fly a bug in STFs as a sci officer
3x DHC 1x quantum
3 x turrets
MACO set
4x Neutronium
borg console
4x Disruptor Induction Coil
Subspace Field Modulator
Hazard1 and TSS2 for first uni slot
epts1 and aux to struct for second uni slot
tac team1, torp high yield 2, cannon scatter volley 2, attack pattern omega
tac team1, torp spread 2, cannon rapid fire 2,
epts1
I can pretty much hold my own while tanking and dishing out damage, but I still get one shoted by tac cubes in elite.
(also first post ever!)
Sounds good to me. My only suggestion is to test out RSP instead of Aux to Structural, but those are both good skills (Although Aux to Structural 1 doesn't give much of a heal).

My main concern though are the Neutroniums. The general rule with consoles are that they have diminishing returns, so running more than one means less effect than you would imagine. Although I might test this out with 3x Neutroniums to see what happens.

And yes you are a lucky ******* for getting a Bug :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
12-12-2011, 08:03 PM
Quote:
Originally Posted by kostamojen View Post
Sounds good to me. My only suggestion is to test out RSP instead of Aux to Structural, but those are both good skills (Although Aux to Structural 1 doesn't give much of a heal).

My main concern though are the Neutroniums. The general rule with consoles are that they have diminishing returns, so running more than one means less effect than you would imagine. Although I might test this out with 3x Neutroniums to see what happens.

And yes you are a lucky ******* for getting a Bug :p
I was thinking of RSP, Aux to Struct actually its quite handy, get around 2k heal every 15 seconds, handy when waiting for hazard to cool down.

The max you can stack is ~40% resists without buffs, sat around and tested with various consoles
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
12-12-2011, 11:21 PM
Quote:
Originally Posted by dobacco View Post
The max you can stack is ~40% resists without buffs, sat around and tested with various consoles
If thats true, then wouldn't it be more efficient to use one Neutronium, one Ablative, and one Monotanium instead of four Neutroniums? (You could switch out the Ablative for a Parametallic fighting Polaron or Antiproton PVE enemies, which IIRC are only the Breen)

That way you hit the 40% cap for all your resistances by only using 3 consoles instead of 4.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
12-13-2011, 09:07 AM
Quote:
Originally Posted by kostamojen View Post
If thats true, then wouldn't it be more efficient to use one Neutronium, one Ablative, and one Monotanium instead of four Neutroniums? (You could switch out the Ablative for a Parametallic fighting Polaron or Antiproton PVE enemies, which IIRC are only the Breen)

That way you hit the 40% cap for all your resistances by only using 3 consoles instead of 4.
Probably? I'll try it out later

I was thinking of switching entirely to hull tanking.

2x HE
eng team + aux to struct
tac team, torp high yield 2, cannon scatter volley 2, attack pattern omega
tac team, torp spread 2, cannon rapid fire 2
eng team


but then I have a problem of having two tac teams sharing cool down with eng teams, maybe replace tac teams with faw and beam overload?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
12-13-2011, 11:23 AM
Quote:
Originally Posted by kostamojen View Post
If thats true, then wouldn't it be more efficient to use one Neutronium, one Ablative, and one Monotanium instead of four Neutroniums? (You could switch out the Ablative for a Parametallic fighting Polaron or Antiproton PVE enemies, which IIRC are only the Breen)

That way you hit the 40% cap for all your resistances by only using 3 consoles instead of 4.
Is why I use the three consoles I do. I used to run 3x Neutronium, but for specifics, like borg farming, the three have a net gain. Would be nice to have another engi slot though.
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