Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-09-2012, 05:10 PM
I agree that you want to go with all turrets aft and you're really gonna want to lose the quad cannon. They aren't very good regardless of how cool they may look. Ditching the beams and torps in favor of turrets will allow you to stack more consoles for the flavor of weapons you've chosen.. For example; I run 4 MKXI anti-proton mag regulators in my tactical section.

Your specs look pretty good as far as I can tell with the exception of "Ship Threat Control". You don't need to be spending points on that for an escort ship.


Also; be sure your Ship Power Level is set to "attack" and not "balanced" or "run away".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-09-2012, 05:56 PM
I dont get the whole "go with turrets in the back" ... yes, they have 180 but this is kinda like saying "dont bother with torpedoes in a Cruiser" that is downright WRONG.

My conclusion is beams and a Torpedo launcher in the back on a escort do have their uses when you are turning because of continued fire on the target beyond a turret that does a joke of damage, I do not think it most circumstances the extra forward firepower helps because its still and only BoP can do that because of their turn rate.

As for your skill build ... sorry but its terrible, I do find 6 on Stealth is way too much because its not a Battlecloak and if you are not in PvP, its useless to have that much against NPCs since they are nearly blind anyway and Threat Control is downright worthless on a Escort.

Other oddities is spending 7 points, if you are not going for 9 then keep it at 6 and Power Insulators is another skill that is just PvP and arguable, also 1 point in Aux Performance? why? its a Science skill and unless you are on a M/VAE its nothing you are going to even use much and even the M/VAE does not run with high Aux, points would be better spend on Weapons Per, I would even ditch Armor Reinforcements if I can use the points on other more useful skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-09-2012, 06:47 PM
Quote:
Originally Posted by f2pdrakron
I dont get the whole "go with turrets in the back" ... yes, they have 180 but this is kinda like saying "dont bother with torpedoes in a Cruiser" that is downright WRONG.

My conclusion is beams and a Torpedo launcher in the back on a escort do have their uses when you are turning because of continued fire on the target beyond a turret that does a joke of damage, I do not think it most circumstances the extra forward firepower helps because its still and only BoP can do that because of their turn rate.
I have to disagree with your conclusion. You can get turn-rates of 26-27 deg/second without an RCS Accelerator or any active engine buffs from a top tier Escort. Off the top of my head, I'm not sure exactly what I had when I used an RCS, but I think it was something to the effect of 31 deg/sec. Because of that, my experience of Escort flying is that I find myself attacking something directly in front of me well more than half the time in ordinary PvE and nearly all the time in STFs.

Now I just checked. Without hitting any buffs, my 3 turrets are telling me that they do a total of 2001 damage per second between them. Why would anyone want to sacrifice that damage to a target in front of you, for the sake of a few hundred extra DPS and a few thousand in burst damage (which is only really effective when the enemies facing shield is down) when something's beside or behind you, when most of the time your target will be in front?

Covering your back is a secondary concern in an Escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-09-2012, 07:42 PM
I use as follows:

Front, 3X MK12 Antiproton Borg Dual Heavy Cannons and a MK12 Borg Photon Torp

Back. 3X MK12 Antiproton Borg Turrets.

All my skill points are put into damage and survival, not much lasts long in front of my MVAM, Fleet or Defiant R Escorts
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-09-2012, 11:09 PM
This is how I speced my defiant.

2x DHC
1 DBB
1 Quantum torp

2x turret
1 quantum mine

1 tac team 1, 2x HY1, 2x CRF2, 2x BO3, 1 Dispersal Pattern: Beta 3
Emergency Power to Shields 1 + 2
Sci team 1, HE2

1 neutronium hull plate, 1 EPS console, borg console
cloak, field generator
3x phaser relay, 1x quantum console

The mines took me quite some time to accept and get used to using, but the math on a DP:B3 quantum mine field... once you get used to using them on the back end of your attack runs you get nice returns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-09-2012, 11:31 PM
Quote:
Originally Posted by Hot-Cancer View Post
I have to disagree with your conclusion. You can get turn-rates of 26-27 deg/second without an RCS Accelerator or any active engine buffs from a top tier Escort.
Heck, I can get turn rates of 26-27 pretty consistently in a Vor'cha Refit without having any RCS consoles.. so, yeah, it should be *zero* issue having a turn rate of at least 26-27 (or higher) in an escort of any type.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-10-2012, 10:31 AM
Quote:
Originally Posted by Angelus214 View Post
Yeah i did but really not sure how to read it. Do i go by out DPS or out DMG or TDPS or do i break it down further and go by Sum Mag, Avg Mag, MPS. Its very confusing
You can look at any of those numbers, because higher is better. However, ideally, you'll probably want to ignore Out DMG, because that is not going to help you figure out DPS (unless you want to figure it out yourself). I've only seen a light difference in DPS and TDPS. The other information will probably give you a good idea which skill and weapons are producing more damage and DPS.

Quote:
Originally Posted by f2pdrakron
I dont get the whole "go with turrets in the back" ... yes, they have 180 but this is kinda like saying "dont bother with torpedoes in a Cruiser" that is downright WRONG.
Turrets have a 360 degree firing arc. Meaning, it is always firing on your target, no matter which direction you are facing.

Beams are 270 degrees. There's a 90 degree arc on your fore and aft that you will not be firing all of your weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-10-2012, 10:58 AM
I agree with many posts above stating that rear turrets are the way to go. However, torpedoes are also important in STF's because Borg have a huge hull to shield ratio. Energy weapons are good shield cutters, but when your target is only 10% shields + 90% hull, the absence of torpedoes becomes quite noticeable. I normally use 2 quantum torpedoes mounted forward, or 1 fore + 1 aft if I want more long range combat options (dancing in/out at 10km). Torps also score full damage at any range, while energy weapons require close distances for optimum damage.

Another issue are the OP's chosen weapons: Base Mk XI purples, none using [Borg] 7500 radiation bonus damage at 7.5% proc rate, translating to an extra +562 average damage per hit. Given the latter, the Sau Paulo Quad Phasers are less effective than Mk XI [Acc] [CrtH] [Borg] DC's and DHC's.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
05-12-2012, 09:25 AM
wow thats alot of info ok so here goes

Manx - Having 2 copies of CRF is a pretty common move; I'd give that a try,

wouldnt they share a CD??

yogurt21 - 3rd move the borg console into a sci slot and pick up a neutronium alloy console for the resist. Right now you've taken your already few eng slots and filled them up with things that don't add to survivability.

I tried the alloy didnt seem to add to my survivability at all. Also the cloak may not add survivability but adds DPS when i decloak.

Shar487 - Another issue are the OP's chosen weapons: Base Mk XI purples, none using [Borg] 7500 radiation bonus damage

I do have some of these. Never seen em proc or maybe we dont see the proc i dont know.

---------

Heres my respec option ive been working on let me know what you think

ive been debating removing sensors altogether and putting it in armor. Ive decided i will drop the Qcannons for another set of dual heavies. I will keep the Dual Beam Bank for the beam overload though

EDIT: forgot to mention on the subject of turrets im thinking about gettin the thunderchild one my only concern is that on occasion i want a hvy plasma to hit me so i can drop a cube quick any1 know if it can be temporarily turned off?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
05-13-2012, 02:40 AM
Quote:
Originally Posted by Angelus214 View Post
wow thats alot of info ok so here goes

Manx - Having 2 copies of CRF is a pretty common move; I'd give that a try,

wouldnt they share a CD??
Yes they do, but the system cooldown is only 15 seconds where as the skill cooldown at max points is 30s so you can fire it twice in 30s as opposed to once in 30s.

Quote:
Originally Posted by Angelus214 View Post
EDIT: forgot to mention on the subject of turrets im thinking about gettin the thunderchild one my only concern is that on occasion i want a hvy plasma to hit me so i can drop a cube quick any1 know if it can be temporarily turned off?
The thunderchild's console needs to be activated so it won't be always on.

I'd also recommend dropping the Red Matter Capacitor and running maybe a Shield battery or a Deuterium Surplus
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