Lt. Commander
Join Date: Dec 2007
Posts: 120
Hello, this is my first post, so bare with me please..

Ok here is my problem, I'm a VA Tac officer and have the MVAE ship and enjoy it alot.
I have it set up for STF's with AP DHC's front and 3 AP turrents back.

I have played about 3 weeks now and decided to buy a Excelsior class refit.

I read that it's a very good ship as i do like to run missions/encounters . I use my MVAE for STF's.

Now the problem is I would like to set it up to use like I do my MVAE. I don't know alot of the abilitys for this ship as to which weapon to put where and armor/shields to use. Also the Boffs are a pain as i want to be all offense if i can.

I looked at some other guides and i think it was for pvp, was hard to follow. Any help with someone who has this ship and best layout of ship items and Boffs would really help me. I droped 1600 cp for it and would like to use it to the max. Also please remember i'm a TAC and used to heading for the target with guns blazing and doing straffing runs.

I'm a life time member and have droped about $300.00 bucks on this game so far and will be here a long while.


Thank you for your time,
Kursha
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-13-2012, 06:11 PM
Little help pls..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-13-2012, 07:13 PM
A few things you have to understand before you jump into the Excelsior....

First, it is a Cruiser, not an Escort. For a Cruiser, it has good turn ability, and a high number of Tactical console slots (3). This is why alot of Tac captains prefer this ship when they fly Cruisers. However, it will not turn nearly as quickly as an Escort, and it will always tend to be strongest on defense due to its layout on BOFFs and console allocation. Cruisers are about being tough, and will never eclipse an Escort in the offensive role (the Dreadnaught comes close, but still lags in several important areas).

Second, this ship -cannot- mount heavy cannon or dual cannons. These are weapons reserved for Escorts and the Galaxy-X Dreadnaught. The best you can do is either standard cannon, or dual beam banks. The problem with using this setup is the first point above...this is a Cruiser, and cannot turn fast enough to keep a restricted-arc weapon like cannon on target unless the other target is just as slow turning.

With those points in mind, I will give you what advice I can.

For what you seem to want, I recommend you oufit your Excelsior with 3 beam arrays and a torp in both forward and aft weapons slots. The reason for this is that Cruisers don't have the manueverability to control where an enemy is in regards to their firing arcs, so they must be able to bring their firepower around themselves equally. This also allows a heavy amount of firepower to be brought to bear to either side of the ship ( 6 arrays). called 'broadsiding', and this is where most cruisers like to keep their enemies. The torps are good weapons for when an enemy is outside your side arcs. You can also select to use beam arrays in all of your slots, creating a powerful broadside cruiser at the cost of having a torp weapon to exploit an open shield. 'Beam Boats' tend to do more damage at close range, because beams are more effective close-in, while torps are more effective at long range (the torps don't lose damage over distance like beams).

You -can- mount dual arrays or cannon up front, but my experience is that you will lose arc on your target quickly, and only get it back rarely. Going with turrets can eliminate this problem, but costs you about half the firepower of an array.

For Shields, try to use the Reman Covariant shield, as this has the highest capacity. Impulse Engine as you can equip, but a high turn rate helps better than speed (though being a cruiser, speed and turning are not going to be your strongpoint). Engineering slots are best used for Neutronium Armor, with one possibly used for an EPS console if you like to change your power settings in mid-battle. Science Consoles should include one Field console (increases your shield capacity), and the Assimilated module if you have it. Tactical consoles should be those that will increase the damage type of the weapons aboard (two for the beam type, one for the torp).

Running this ship is about moving to combat range and turning a broadside to your target, then circling it while hitting it constantly. You should train your Engineering BOs so you will have two Emergency Power to Shields, and at least one Emergency Power to Weapons (two is generally preferred). By cycling through these one at a time, it is possible to keep your weapons and shield power levels at maximum (125), and thus get maximum ability out of these. Since you only have one Tactical BO slot, try to make sure you have the three abilities on your selected Tactical BOFF that will help your weapons loadout the most (High Yield Torp/Torp Spread, Beam Overload/Rapid Fire Cannon). I strongly recommend one of these be Beam-Fire At Will, as this is a great defensive ability when taking on the Borg Command Ship's heavy plasma torpedoes in daily Red Alert missions, and also helps counter the slow turning rate of a Cruiser.

If you are -really- set on using dual beam arrays and/or cannon on this ship, I highly recommend you use reverse speed as soon as you get in firing range. This will allow you maximum firing time before the target gets out of your arc, and the loss in defense due to slow speed is partially mitigated by the Cruiser's toughness and need to only reinforce one or two front shields.

Above all, do not attempt to use the kind of strafing runs and turn fighting that Escorts live by in this ship unless you are fighting a cruiser that is more ponderous than you. Even with a turn rate of 8, this ship is in no way agile. The rule of thumb is to keep your enemy on your side as long as you can and minimize the time the target is in front or behind you, if possible.

FInally, unless you want the Transwarp ability or don't have anything else you'd like to save your points for, you might consider the Assault Cruiser as an alternative that would be able to be purchased with dilithium instead of C-Store points. The Assault turns slightly slower and requires one more tactical and one less Engineering BOFF, but otherwise fights similarly (with the exception of being without the transwarp drive), if not identically.

All of this is my two cents on the subject, and others may have better advice. Hope this helped a bit, and I wish you good luck in flying your new ship. Just remember she works by broadsides and staying alive, and you should do well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-13-2012, 07:43 PM
Thank you so much for your insite on how to play this ship correctly.....I did a few test runs and had 4 single cannons AP.. And 4 AP turrents..

I did alot less damg then i thought i would. So 6 arrays and 2 torps and broad side fight.

Any thoughts to specific Boff layouts.

Once again...thank you
Kursha
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-13-2012, 10:26 PM
Quote:
Originally Posted by kursha41
Thank you so much for your insite on how to play this ship correctly.....I did a few test runs and had 4 single cannons AP.. And 4 AP turrents..

I did alot less damg then i thought i would. So 6 arrays and 2 torps and broad side fight.

Any thoughts to specific Boff layouts.

Once again...thank you
Kursha
Since it's more maneuverable, you can actually go with 3 cannons fore, and 3 arrays aft. You have a smaller broadside arc (35 degrees instead of 70), but you'll do more damage if you can keep things in it. Plus, that lets you set your tactical BOFF with APO1, CRF1 and BFAW1 (or BO1, but I think FAW would be better, personally).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-14-2012, 09:28 AM
Quote:
Originally Posted by kursha41
Thank you so much for your insite on how to play this ship correctly.....I did a few test runs and had 4 single cannons AP.. And 4 AP turrents..

I did alot less damg then i thought i would. So 6 arrays and 2 torps and broad side fight.

Any thoughts to specific Boff layouts.

Once again...thank you
Kursha

Well, I'm an Engineer Captain, so my layout is a bit different (I need tactical stuff from my BOFFs where you will probably be needing engineering from yours), but here is the layout I'd recommend. Remember, this is just my own input, so feel free to alter it to suit your strengths and needs:

Lt. Commander Tactical Officer: Tactical Team 1 <or> Torpedo - High Yield 1, Beam - Fire at Will 2, Beam - Target Engines 3.

Commander Engineer Officer: Emergency Power to Weapons 1, Reverse Shield Polarity 1, Emergency Power to Shields 3, Aceton Beam 2 <or> Eject Warp Plasma 2

Lt. Engineer Officer: Emergency Power to Weapons 1, Emergency Power to Shields 2.

Ensign Engineer Officer: Engineering Team 1

Lt. Science Officer: Hazard Emitters 1, Transfer Shield Strength 2


The above should give you a good ability to take damage, and still keep decent offensive ability. By doing the EPTW1 -> EPTS3 -> EPTW1 - EPTS2 rotation going (see the 'Dragonship' thread elsewhere on this forum for a detailed description of this method), you keep your shields and weapons at full effectiveness.

The Beam-Target Engines is a skill I find useful as it can stop an enemy moving, something important to you when you are probably among the slowest-turning units on the field. You can change this out for another skill if you do not find it appealing, or can't find someone to train your BOFF in it.

The Aceton Beam 2 is a reflection of your desire to be attack-oriented. If you don't like this ability's effect, feel free to switch it for Eject Warp Plasma, or even an Auxilliary Power to Structure if you want more hull healing on your ship (and can find an Engineer who can train your BOFF).

Transfer Shield Strength 2 is a good shield heal, but you can also consider replacing it with Tractor Beam 2 or Polarize Hull 2 (to break tractors on yourself) if you decide you need either of those more.

As long as you have the EPTW/EPTS chain above, about all the rest can be tailored to your preferences. I would keep Hazard Emitters in all your options, however, as the ability to remove Borg damage over time effects has been priceless to me. Also, this is a BOFF layout for mainly solo play. If you want a more team-oriented layout, I'd replace Aceton Beam 2 with Extend Shields 3 (again, you'll need to find an Engineer to train your BOFF, or find a BOFF with it already). Your squadronmates will thank you when you slap on that extra shielding just as that Borg cube explodes in their face

Again, hope this helps.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 06:29 PM.