Lt. Commander
Join Date: Dec 2007
Posts: 120
# 201
01-22-2012, 12:09 PM
Quote:
Originally Posted by MonCapitan
I've never gotten a heal from a teammate ever in an elite STF. And there is a difference without bio-function monitor and without especially in a Defiant. With i never lose a single crew member and my hull is more robust. Without i can drop to almost no crew and my hull is more squishy. That's just how it feels when i'm playing.
I think your grossly over estimating the value of crew.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 202
01-23-2012, 12:37 AM
Quote:
Originally Posted by loyaltrekie View Post
I think your grossly over estimating the value of crew.
Other than the fact that the game specifically states that crew indirectly help hull repair rate, not really. That's just my observation with doing the same Elite STFs a hundred times with the console and without the console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 203
01-23-2012, 05:39 PM
A note on the Beam Build options...

A couple nights ago, I switched out my cannons, and I now run the following:

Advanced Escort (Prometheus class)

Fore:
1x Dual Heavy Cannons, 1x Dual Beam Bank, 1x Beam Array, 1x Quantum Torpedo

Aft:
2x Beam Arrays, 1x Quantum Torpedo

In my Engineering slots, I use an armor plating, that gives +24 to Phaser, Disruptor, Plasma, and Tetryon (I think that's the fourth), and a +35% Shield Capacity.

My Science slots, the Multi-Vector console, the Assimilated console, and the one with +18 Emitters (For my shield heals).

Tac Consoles: 2x Phaser damage, 2x Quantum damage.

For my Boff slots, I keep High yield 1 and 3, Torpedo Spread 1, Beam Overload 2, Rapid Fire 2 (I'll edit when I see my other skills, I can't remember at the moment).


Using the older cannon build, I would sit out at 7 - 8 km, and just pound at the enemies. I was doing about 300 damage per hit (Average, of course).

Using this build, I get up close and personal, and I am averaging about 700 - 1000 damage per hit. Major increase. I like this build a lot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 204
01-23-2012, 06:14 PM
Quote:
Originally Posted by AviKerensky View Post
Using this build, I get up close and personal, and I am averaging about 700 - 1000 damage per hit. Major increase. I like this build a lot.
Thats not very good.

With that All-beam build, I saw between 1500-2000 per hit, with all 7 beams.

With the dual heavies and full cannon build, its even higher with huge criticals from the dual heavies.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 205
01-23-2012, 07:16 PM
Quote:
Originally Posted by AviKerensky View Post
Fore:
1x Dual Heavy Cannons, 1x Dual Beam Bank, 1x Beam Array, 1x Quantum Torpedo

Aft:
2x Beam Arrays, 1x Quantum Torpedo
Wow. Those are some really screwed up firing arcs...

The fore Quantum + DBB and Cannon would indicate that you should be facing your target, but there are no turrets in the back, so that's out. And the 3 beam arrays would indicate a broadsides approach, but then the DBB and quantums are useless. And having both a fore and aft torp means that one of them is pretty much always useless. And then there is the issue of mixing cannons and beams, making your BO skills sub-optimal.

Really, I'm not sure that I could some up with a worse weapon configuration for an escort if I was purposefully trying to do so.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 206
01-23-2012, 07:56 PM
Quote:
Originally Posted by kostamojen View Post
Thats not very good.

With that All-beam build, I saw between 1500-2000 per hit, with all 7 beams.

With the dual heavies and full cannon build, its even higher with huge criticals from the dual heavies.
Quote:
Originally Posted by Vexiom
Wow. Those are some really screwed up firing arcs...

The fore Quantum + DBB and Cannon would indicate that you should be facing your target, but there are no turrets in the back, so that's out. And the 3 beam arrays would indicate a broadsides approach, but then the DBB and quantums are useless. And having both a fore and aft torp means that one of them is pretty much always useless. And then there is the issue of mixing cannons and beams, making your BO skills sub-optimal.

Really, I'm not sure that I could some up with a worse weapon configuration for an escort if I was purposefully trying to do so.
It works for me, far more damage than I was doing with just cannons, and I can be in the fight, moving around, and shooting my target, no matter which direction I am facing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 207
01-23-2012, 09:39 PM
Quote:
Originally Posted by kostamojen View Post
If you were running two forward torpedo launchers, I'd say to run two Zero Point chambers.

But considering how infrequently torpedoes fire, and how frequently the cannons are firing, even a small gain is worth it for the cannons.
That was my gut feeling, but thanks for the input.

Has anyone discovered the sweet spots, so to speak, for building around diminishing returns?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 208
01-23-2012, 09:57 PM
That's why I run a torp for and aft. Dropping a turret for an aft torp while running can be an asset. o each their own though. If the build works for you, then that's all that really matters. There is a ton of great info in this thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 209
01-24-2012, 12:34 AM
Quote:
Originally Posted by AviKerensky View Post
Using the older cannon build, I would sit out at 7 - 8 km, and just pound at the enemies. I was doing about 300 damage per hit (Average, of course).

Using this build, I get up close and personal, and I am averaging about 700 - 1000 damage per hit. Major increase. I like this build a lot.
just one question. if you were using a cannon build. why would you be sitting at 7k-8k. cannons are their most effective when at 4k and closer, maybe even 5k. reason why beams are used at long range is cause the damage doesnt drop off as much as cannons do the further away from the target you are
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 210
01-24-2012, 12:45 AM
Quote:
Originally Posted by NightWhisper846
just one question. if you were using a cannon build. why would you be sitting at 7k-8k. cannons are their most effective when at 4k and closer, maybe even 5k. reason why beams are used at long range is cause the damage doesnt drop off as much as cannons do the further away from the target you are
Because If I got in closer, I drew aggro and died. And when they moved, I'd have to move, and my cannons would be out of arc.
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