Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-22-2012, 08:41 AM
Thanks guys,

So possible changes for my style would be drop a dual cannon and add a high yield quantum and use the spread, which i did have for the first few outings...

Add a turn based console into the mix for better turn.

Now the last(currently) question i have is how does slowing down decrease you defense? I would really like to understand this more, is it to do with the chance of a hit?

I usually slow down to just hang off the nme's rear with all my guns facing in, would a quantum fired this close hurt me?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-22-2012, 08:43 AM
Quote:
Originally Posted by slurmer
Thanks guys,
Now the last(currently) question i have is how does slowing down decrease you defense? I would really like to understand this more, is it to do with the chance of a hit?
The faster you go, the higher your defense (and thus the harder you are to hit). It can be countered by the accuracy stat.

Go try it out. Bring up your ship's stat sheet and watch your defense stat change based on your current impulse speed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-22-2012, 08:44 AM
Quote:
Originally Posted by JTWStephens View Post
This seems like a potential problem, imo. If you're slowing for a turn, you're destroying your defense. Not to mention the attempt to make a second pass would be wildly improved with a +turning console.

I always assume I'm about to get focus fired the instant I start shooting. :p
I don't do much in the way of PvP these days, though. I usually put my cloaking device in an engineering slot, coupled with armor to compensate for whatever it is I'm facing. Right now I have +Plasma defense on her. I've tinkering with the RCS packs, just never stuck with them for long. Honestly, it's all about the Captain's playstyle. RCS thrusters work wonderful, if you want to rely on maneuverability for your defense.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-22-2012, 08:49 AM
save my searching, what consoles improve turn rate?

Or where can i find a list of all the consoles and their effects.

Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-22-2012, 08:54 AM
Quote:
Originally Posted by slurmer
save my searching, what consoles improve turn rate?

Or where can i find a list of all the consoles and their effects.

Thanks
RCS Accelerators

http://www.stowiki.org/Engineering_Consoles

Hard to say how up to date this is, but useful nonetheless.

But keep in mind what Sprint01 has been saying. My prespective is from lots of 9-41 PVP (it's almost all I do), so he may know something I don't. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-22-2012, 09:45 AM
Quote:
Originally Posted by slurmer
I only made captain 2 nights ago, and have finished for the moment with setting up my defiant class:-

Front 4 x heavy VIII Phaser cannons
Aft 2 x Turret Phaser Cannons (360 things)
Good start.

I would recommend you grab a Photon Torp or Quantum torp in your front layout.

FORE: 3 x DHCs + 1 Torp.
AFT: 2x Turrets

The quantum will give you bigger bang for your buck with what I assume is primarily PvE play.

Adding them gives you a nice spike damage option for when your target's shields are down (which will be often, thanks to your cannons).

Phasers are a good choice for your leveling career so you're all set there, I usually swap to Anti-Proton at VA.

Quote:
Originally Posted by slurmer
3 x Phaser tactical consoles,
1 engineer shield console
1 engineer Power console
1 science Shield console
Tactical looks good.

Engineering, what exactly do you mean by 'shield console'? Do you mean the hull resistance consoles?
If so, those are a good choice, EPS flow reg is also a good choice.

RCS (turn rate) console is good I suppose, but I've never needed one in PvE - especially on the Defiant.

Sci is, well it's Sci. There's not much for you to put there at your level other than a lowbie Shield Emitter Array for a bonus to your Shield Heal powers. If you have any C-store universal consoles, that's the spot for it.



The third most important component is your BOFF skills layout.

Here's what I recommend, assuming you are using the Free at level up version of the Defiant:

Commander Tac:
Tac Team 1
Cannon Scatter Volley 1
Cannon Rapid Fire 2
Attack Pattern Omega 2 (or 3 if you want to grab a BOFF off the exchange with one)


Tac team can be used before cannon or torp skills for the damage bonus, or saved for tough fights for the shield distribution.

Omega can be held in reserve for getting out of tractor beams, or used when you need a manueverability + damage boost.


Lt. Tac
Torp Spread 1
Torp Spread 2

Lt. Eng
Emerg Power to Shields 1
Emergency Power to Shields 2

You can save these for when you need a shield heal, and/or chain them together perpetually for stronger shields.

Lt. Sci
Sci Team 1
Hazard Emitters 2

Sci Team is very useful for fighting Hirogen and Romulans (and later the Breen) - I think its the Hunter Escorts and D'Deridex that use the Sci debuffs on you, and Sci team will clear those debuffs, particularly Viral matrix and Subnucleonic beam.

Keep in mind that using Sci team and Tac Team will put the other on cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-22-2012, 10:12 AM
Quote:
Originally Posted by JTWStephens View Post
I agree with this. A rear weapon should almost ALWAYS be a turret or mines, imo. Turrets to maximize your burst, or mines if you're a clevagurl. :p
I wouldn't rule out using phaser arrays for rear weapons, and I have in the past. The main benefit to turrets is the forward strike capabilities. However they're weak. If you're going defensive, and want to shoot stuff behind you to kill it "D-E-D" and fast, the arrays are 2x as strong as turrets. You can also do broadsides with 'em and get angled shots when you're trying to come around on a target.

Overall I think they're still quite valid, but for that forward strike, I usually "downgrade" to turrets in the aft weapons slots.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-22-2012, 04:29 PM
Quote:
Originally Posted by rodentmaster
I wouldn't rule out using phaser arrays for rear weapons, and I have in the past. The main benefit to turrets is the forward strike capabilities. However they're weak. If you're going defensive, and want to shoot stuff behind you to kill it "D-E-D" and fast, the arrays are 2x as strong as turrets. You can also do broadsides with 'em and get angled shots when you're trying to come around on a target.

Overall I think they're still quite valid, but for that forward strike, I usually "downgrade" to turrets in the aft weapons slots.
My only issue with this, is that you aren't firing anything for 2 seconds while you're waiting for cool down. At least with turrets, you can continue to fire while your DHCs are still in cool down.

With beams, you either don't shoot (0 DPS), or you have to move in a direction that may put your target out of your DHC arc, which means you may not immediately fire after your cool down has ended. You wouldn't be able to meet your damage potential in that case. There's also a small gap in which your target is not in your firing arcs.
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