Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 BROADSIDE BOAT (Odyssey)
02-03-2012, 07:59 AM
As a tac I would like to set this thing up as a broadsider. (secondary alt ship)

Can someone post a build that would accomplish this?

At work now but planning on going shopping on the exchange when I get home
Looking for XI-XII stuff as that is all I can afford right now. I refuse to dismantle my Escort for this endevour.

looking for

weapon types beams vs dual beam cannons, vs ? Should I even bother with torps
shields what is better a faster regen or higher overall HPs?
engines (& consoles with turn mods) or should I even bother since she is a beast in molasses anyway.
and defensive abilities so I can take a pounding while circling my foe.
and most of all
BO advice. Ive never ran a cruiser (im a VA but I still have trouble figuring out this aspect of ship builds. It has taken me a bit just to get my escort up to par)

Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-03-2012, 08:28 AM
If you're broadsiding, you'll want beam arrays. While turned sideways, arrays from both the fore and aft can reach your target, which is the point of "broadside" combat. The other options would require you to maneuver to point yourself at your enemie(s), something I'd never want to do in either of these new bathtubs.

I've not gotten into shield number crunching, but I've stuck with larger shield capacity, using my officer's skills to keep things like Emergency Power to Shields and Tac Team up so that I don't really have to worry about the shield's own regen much. So, in my opinion, they seem to make the most sense -- but I've not done any, say, "research" into it. Someone else may be a better source of opinion here.


I don't bother with trying to improve turn rate on a slow cruiser like the Odyssey -- you'd be using a console slot/console slots to try to improve the worst part of the craft instead of maximizing the superior characteristics (e.g. getting more resists, going for EPS if your weapon power spikes low too often).

The two science stations give you access to officer abilities such as Hazard Emitters, Science Team, and Transfer Shield Strength. Any of these can both help you and help teammates, so keep that in mind -- you can keep yourself up and also heal teammates. The science officer slots will also give you access to Feedback Pulse if you choose to slot it.

If you wanted to focus on tanking/healing, it is probably best to make that universal slot another Engineer to run double Emergency Power to Shields and/or Aux to Struct. Integrity. You'd also be able to see if you like Reverse Shield Polarity and Extend Shields to further help yourself in a pinch and heal teammates, respectively. Two Engineer officers will mean you can also slot Engineering Team (may not be a great idea if you already have Science Team or Tac Team on that cooldown) and bring along utility skills like Eject Warp Plasma to slow (e.g. nanite probes) or Aceton Beam for shield-ignoring damage.



It's worth noting I have not given the Odyssey a proper shakedown myself yet. I run an assault cruiser on my engineer for a little more offense rather than tanking/healing. I don't know what I am going to do with my Odyssey on her yet, and my science officer may go all-out science to pile on tons of fun with sensor jamming, grav wells, etc. -- I have no idea if that will end in tears yet or not, as she's only level 10. Still, I suspect this tub will make a good healer and could be a decent tank. But, so far, getting in STF groups with Odysseys has NOT impressed me with respect to their damage output, so there's that...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-03-2012, 08:32 AM
Standard Beam Boat lineup is:

3 beam arrays fore, 1 torp fore.
3 beam arrays aft, 1 torp aft.

What this does is give you no real need to turn. Ever. In the forward arc you have 3 beams and teeth in the form of the one torp. In the rear arc you present the exact same firepower. On the broadside, you have no torps, but more beams in your arc.

It's plain. It's vanilla. It WORKS.

You could get fancy with 4 arrays but losing the torp is really a bad thing as occasionally you're going to find it's useful to have a torpedo to launch.

The beam energy you choose and the torpedo type you choose is really up to your preference.

What's going to suck is the Odyssey lacks that extra tactical console so loses a little punch. But otherwise the vanilla beam boat is the same as it's been since launch day.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-03-2012, 08:41 AM
Quote:
Originally Posted by superchum View Post
Standard Beam Boat lineup is:

3 beam arrays fore, 1 torp fore.
3 beam arrays aft, 1 torp aft.

What this does is give you no real need to turn. Ever. In the forward arc you have 3 beams and teeth in the form of the one torp. In the rear arc you present the exact same firepower. On the broadside, you have no torps, but more beams in your arc.

It's plain. It's vanilla. It WORKS.

You could get fancy with 4 arrays but losing the torp is really a bad thing as occasionally you're going to find it's useful to have a torpedo to launch.

The beam energy you choose and the torpedo type you choose is really up to your preference.

What's going to suck is the Odyssey lacks that extra tactical console so loses a little punch. But otherwise the vanilla beam boat is the same as it's been since launch day.
^^This. I tend to use either a Photon or Quantum launcher in the front, and a Hargh'peng in the back. Why? Since you'll likely never line up for a second front shot after the initial salvo, having the big boomer in the back means you'll just have to turn a bit to fire it off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-03-2012, 09:12 AM
Quote:
Originally Posted by superchum View Post
.

What's going to suck is the Odyssey lacks that extra tactical console so loses a little punch. But otherwise the vanilla beam boat is the same as it's been since launch day.

But since I am a tac, does that make up a little for the missing tac square?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-03-2012, 09:17 AM
Quote:
Originally Posted by Engraverwilliam View Post
But since I am a tac, does that make up a little for the missing tac square?
Your APA will give you a lot of extra oomph, but it's timed oomph. You need to wait for the recharge whereas the tac console gives you continuous bonus. I've never run the numbers to see what the differences are. It's possible either could be better, or they might be both the same over a love battle. No matter what the Odyssey will have a little less power then the Excelsior; but it has more durability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-03-2012, 12:55 PM
http://forums.startrekonline.com/sho...d.php?t=251422

Scroll down to the second build, and there you go
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-03-2012, 01:08 PM
Quote:
Originally Posted by Ragnorok21
http://forums.startrekonline.com/sho...d.php?t=251422

Scroll down to the second build, and there you go
Isn't the Ensign now a permanent Science slot on the Odysses?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-03-2012, 01:38 PM
Quote:
Isn't the Ensign now a permanent Science slot on the Odysses?
It is yes, but you can put science team in there instead, which boosts the effectiveness of your hull heals and somewhat makes up for the lack of tac team (or another hazard emitters - tac team is useless vs neutralizer torpedoes). Just make sure you're mindful of the shield facing taking damage.
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