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Lt. Commander
Join Date: Dec 2007
Posts: 120
As anyone who regularly reads my threads you will know by now that i adore the smaller and "weaker" ships in the game primarily the Shuttles and early Tier ships.
As a level capped player knowing that the odds of flying these ships in anything other that fun mission replay and fleet actions.

I'm not saying that the T1 & T2 ships (and to a lesser extent the various shuttles) have a "real" place in STF's but I have been playing around with some ideas that could be useful for Alts or even for the foundry if you are so inclined.
As such see this not so much as Tier X+ guide but as a guide to help pick and play the earlier ships a little longer or perhaps a way to persuade yourself not to decommission these fun little ships at the first opportunity.

#1. Engineers get to your Cruisers

The Miranda Class Variants:

Play style:

The very first ship anyone gets is very much an "all rounder" and as such a classic star fleet vessel with a limited but competitive turn rate and weapon to Boff ratio.
Sadly almost everyone ditches this very adaptable and actually quite powerful little ship at the very first opportunity and in some cases even before they ever fly the ship instead trading out for the NX, Constitution or even the oberth class ship based on preferred play style, I wont flat out say this is a mistake but in all honesty there really was no better ship as a starter vessel.
Due to the limitations of the ship's turn rate and weapons loadout means certain weapons and systems will always have the edge but under its odd looks and limited performance she is a "classic" Federation ship requiring both beam and kinetic weapons. Knowing that this is the case it comes down to what beams and bombs fit your play style.
As she is an all rounder and designed to be used by all classes pretty much anyone can use the ship on an equal footing with no real drawbacks by simply replacing & upgrading certain class specific consoles when available.

Primary systems:

- Positron Deflector Array's do tend to offer superior protection at early levels but pretty much anything will do.
- Resilient Shield Array's have the best over all protection at lower level but as with all systems bar weapons this has more to do with whats available than a specific choice.
- ANY engine with [turn] is your friend with this class and should be sought out as soon as is possible

Weapons:

- Disruptor Dual Beam or Arrays are the way to go and can be easily acquired at starbase 24 offering the best balance of power and best chance to get early Green and Blue level weapons for your ship

- Plasma or Quantum torpedoes offer massive potential damage when geared with the basic heavy yield ability available to any new characters tactical officer.


The Classic Constitution class

Play style:

James T Kirk defined this ship and its play style and luckily for us STO lets us do this with gusto. Armed with self upgrading blue phasers that let you continue to use them up to roughly Mk. X the Connie is quite possibly the single most powerful ship available at T1 and can if used correctly roll over almost any other ship at Lt level with relative ease and little effort.

Primary Systems:

- Unlike its peers the connie runs best with a Neutrino Deflector Array (the closest to the standard array you can get) preferably at higher Mk's as early as possible .
- Covariant Shield Array's offer the highest capacity capability at low levels and are perfect for the Connies "tank" style of play
- as always [Turn] is always useful and should be grabbed as soon as possible

Weapons:

- As a legacy ship she is initially equipped with very rare blue phaser weapons that level with you and under no circumstances be replaced at Lt. Level and quite possibly be taken with you onto other ships as you level up.
- Plasma or Quantum torpedoes should be gathered as soon as you can to take advantage of the basic Tac Heavy Yield skill.



#2. Tactical Officers grab your guns

NX-01 Class:

Play style:

As the only (light) Escort available at Tier 1 the NX-01 suffers from a number of issues such as a shocking turn rate and limited hull armour but more than makes up for it in its ability to load cannons and with a properly skilled Boff team using High yield, emergency power to shields and Jam sensors you can learn the most difficult task any escort captain can come to terms with namely being a glass cannon and learning to hit and run effectively.

Primary Systems:

- As with the Miranda the best bet is Positron Deflector Array offering the best balance of shield regeneration and availability at low levels
- Despite its low base capacity the Regenerative Shield Array still offers a hit and run escort the best value for money when it comes to combat resilience for an escort.
- Again any engine with [Turn] should be snapped up for a T1 ship due to the low turn rates associated with these T1 ships

Weapons:

- Not to push too hard against Phasers but the standard beam's and torpedoes should be ditched as soon as possible and a decent pair of cannons and a Dual beam array should be put in there place. This means you will have to swap out our initial Tac officer for a secondary one with beam overload or cannon ability quite early on to take full advantage of the new fore weapons.
- Add a 360 degree Disruptor or phaser turret on the aft to keep yourself fairly safe when your back end is toward the enemy.
or
- Plasma mines, plasma continues to do damage long after you have gone and as such makes hit and run attacks much more effective.


#3. Science can be its own reward


Oberth class science ships:

Play style:

Much like the NX-01 the Oberth is the only ship of its type available at Tier 1 level but unlike the light escort she really is a proper Science ship with all the trimmings despite still only having one ensign sci slot.
The Oberth is however lightly built and unlike its peers does have a more than acceptable turn rate thus when given a [turn] based engine can easily out manoeuvre all others at this level.
With this in mind you have the chance to broadside and direct attack with ease which means beam weapons are your best bet and as such this means this is quite possibly the only ship at this level that could act as a "beam boat" or even a "torpedo barge" without loosing too much by way of varied DPS.

Primary Systems:

- Positron Deflector Array's do tend to offer superior protection at early levels but pretty much anything will do.
- Resilient Shield Array's have the best over all protection at lower level but as with all systems bar weapons this has more to do with whats available than a specific choice.
- ANY engine with [turn] is your friend with this class and should be sought out as soon as is possible

Weapons:

If you wish to go as a "normal" ship then simply upgrade on par with the Miranda class and call it a day.

Beam Boat:

- Load every weapon slot with Disruptor arrays and buff consoles and gear your sci consoles to buff sci team and engineering consoles for hull repair or crew regen.

Torpedo Barge:

- As with the beam boat gear your consoles toward keeping your ship and crew intact under the understanding that with a torpedo barge you wont be firing too often and that you will need a Boff with torpedo spread to take advantage of the loadout. At Lt. level acquiring BOTH plasma or Quantum torps are a must to take advantage of both direct DPS and DoT damage.




If anyone is interested i will add an appendix on shuttles
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-09-2012, 06:58 AM
reserved for shuttles
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-09-2012, 07:31 AM
You could just put full beam arrays on all of these and Fire at will your wa through the content, you know....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-09-2012, 09:18 AM
Quote:
Originally Posted by claydermunch View Post
You could just put full beam arrays on all of these and Fire at will your wa through the content, you know....
I could also just load out with pretty much anything I find and hammer the space bar against all the pve content in the game but honestly where's the fun in that?

What I was attempting to do was give both new players and vets starting alts some new ideas in regards to early play as well encouraging some high tier play with the older ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-09-2012, 01:42 PM
Quote:
Originally Posted by Aries2507 View Post
I could also just load out with pretty much anything I find and hammer the space bar against all the pve content in the game but honestly where's the fun in that?

What I was attempting to do was give both new players and vets starting alts some new ideas in regards to early play as well encouraging some high tier play with the older ships.
I've run my T2 cruiser (an Excalibur/Connie-R hyrbrid) through the VA dailies, once. It takes forever to kill anything since you're stuck with four weapons, but flying the old girl again was honestly quite fun.

Also note that the TOS Connie's retro phasers are also available at the Mk XI level, if you go replay the Devidian mission "Everything Old is New."

Also, I'm part of a fleet that has considered joke runs of STFs, like all-shuttle Infected... when we tested the Delta Flyer against the Miranda, it was decided that even the T1 ships might be more usable in such a run.
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