Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 USS Kan Kithomer, a tac ody.
05-12-2012, 02:39 AM
My main char, use a Tactical Odyssey the USS Kan Kithomer.

From begin with the Odyssey I was try to get a good offensive but not bad defensive ship. With the "new" odyssey's variants I get and try each variant and I get the tactical (she feel more "equilibrated" and usefull to me).

That is my last variant on action. and I think that she is a a close part of best ship that I can do (on cruisers of course)


http://www.stoacademy.com/tools/skil...=Saavick1_1540


If someone have any commentary that will be welcome. Questions are welcome also.



Thanks to everybody for the fun, sorry for my bad english.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-12-2012, 07:13 AM
Sensors, Driver Coil and Batteries are kinda useless skills for a Cruiser, or any other vessel. Science ships which run full Auxillery power may have a use for Sensors if they PVP.

Flow Capacitors with Phaser Weapons are also useless. Tetryon or (Phased) Polaron are the only energy weapons that benefit from them and you have no power drain skills that I can see.

Ditch the Engine Batteries for Detrium Surplus, it can be farmed from the Alhenna Systen in the Eta Eridon Sector below Sirius. (Although I may be wrong about that system/sector name)

And replace the Red matter Capacitor with the Subspace Field Modulator or Scorpions if you so choose.

Personally I would only run one Tac Team, Reduce it's cooldown with BOFFs, Get two FAW's. Also consider an attack pattern.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-12-2012, 08:32 AM
Quote:
Originally Posted by DKnight1000
Sensors, Driver Coil and Batteries are kinda useless skills for a Cruiser, or any other vessel. Science ships which run full Auxillery power may have a use for Sensors if they PVP.

Flow Capacitors with Phaser Weapons are also useless. Tetryon or (Phased) Polaron are the only energy weapons that benefit from them and you have no power drain skills that I can see.

Ditch the Engine Batteries for Detrium Surplus, it can be farmed from the Alhenna Systen in the Eta Eridon Sector below Sirius. (Although I may be wrong about that system/sector name)

And replace the Red matter Capacitor with the Subspace Field Modulator or Scorpions if you so choose.

Personally I would only run one Tac Team, Reduce it's cooldown with BOFFs, Get two FAW's. Also consider an attack pattern.
My char fly on more ships (but more time on cruisers).

I play PVE and PVP (on last times more on PVE)

Driver Coil is here beacouse give more energy on all system when my ship is on full impulse (hot entry on batle) and to get a little turn bonus at full impulse.

Flow capacitators, beacouse I use 2 part of Omega set. It with the both skill and console I give 37 tetryon damage (before was 50). Maybe it can be more usefull with tetryon beams... but my I love phaser.... I think that only is do test with it.

I use two Tac Teams to "forget" my shield distribution. I was thinking about use one, but my Doff distribution use 3 ten of then to torps. One to reduce offensive from enemy when I use Sensor Scan (I cant remmember the last Doff). When I pick 2 Very Rare Doff for the Tac Teams, I will do that change (or at leas one VR and anoter R... Now, I only have the rare)

Red Matter capacitator is a thing under analisys... (I recover it from a ship that I was using a year ago). If not I use scorpions or heavy platforms.

I use engine battery with evasive maneouvers beacouse the mix is similar to full impulse capacitator (I have more quickness to use, but isn't so good and the better of all... It not need any console ).

About Detrium Surplus... how are? I no see it on two years!


Thanks to everybody for the fun, sorry for my bad english.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-13-2012, 01:33 AM
Multiple ship builds can all use the same basic layout as long as you don't have Threat Control which will make groups and Escorts very much a not fun experience. Science Vessels tend to want more points in Science but my Sci can fly an Escort quite well due to the innate DPS design of the ship, DC Mounts and BOFF Layout and that's having a ton of points in Science.

Again Driver Coil hurts you more than it helps you, dropping out of High Impulse 3k out (depending on EPS) is far better than wasting 9000 points in that skill. Heck you've got full points in EPS too, so may as well drop one of them. Full Driver coil means you have 35/40 power in a system rather than 5, so it's not like Full Impulse into a fight is doing you any favours. It's making what is a bad tactic slightly useable. As an Engineer I can Full Impulse into a Fight and hit EPS, this is not the standard tactic just because EPS is available, it's an Emergency Maneuver and the 9000 points to facilitate it being slightly more viable aren't worth it.

You never said anything about your Part load out so I didn't know you had Omega 2P, to be honest I think you'd get more survival and DPS out of 2P MACO 2P Borg. Flow Capacitors are a great skill if you use them, 9000 skill points for a small increase to Tetryon Glider is just bad maths. Run Tetryon or Polaron to at least use the points you have invested.

An escort really works great with two Tac Teams as there aren't many Ensign level abilities that help them, a Cruiser does not especially when you have so many other survival abilities.

You should be able to field 50+ power in each system set to 25 which means Red Matter Capacitor is giving far less of an increase than it did at the start of the game when you where low level. In case you didn't know the Red Matter Capacitor gives a smaller bonus the more power there is in a system. Subspace Field Modulator is Survival, Scorpions are DPS, Turrets are better than nothing.

I described how to get Detrium, if you can't find it that's your own fault. I got the planet name right, although not the sector which is Eta Eridani. I did mispell the word but here is a link to try and find it http://www.stowiki.org/Deuterium_Surplus

The thing is the advice I've given to you isn't my advice, it's what I've learned from people who are far better at this game than I am, ignore it at your own risk.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-13-2012, 03:54 AM
If you'd run 3 Damage Control Engineers duty officers, you can replace the Emergency Power to Shields with Emergency Power to Weapons, increasing your damage.

Second, with that much points in Projectile Damage increase, I'd recommend the Rapid Fire Torpedo Launcher. It'll allow you to fire torpedos while broadsiding, which in turn, will keep your dps up as you don't have to turn.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-13-2012, 04:22 AM
Quote:
Originally Posted by DKnight1000
You never said anything about your Part load out so I didn't know you had Omega 2P, to be honest I think you'd get more survival and DPS out of 2P MACO 2P Borg. Flow Capacitors are a great skill if you use them, 9000 skill points for a small increase to Tetryon Glider is just bad maths. Run Tetryon or Polaron to at least use the points you have invested.
Sorry for that. I write it on "notes" from that page. But, I no write out of this.

Thanks for the Deuterium surplus... it can be a good addition (Two years on that and I unknown several things )

To do more tanking desing, I use the operations ody... but I feel better with a more offensive profile (I known, I can pick escorts, to that I have another char with defiant . Really my problem with that char is use several ship, not focus on "one".

I'll try tetryon beams maybe is the weapon that less I used in past.


Thanks for your commentary, they are very usefull
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-13-2012, 04:30 AM
Quote:
Originally Posted by thibash
If you'd run 3 Damage Control Engineers duty officers, you can replace the Emergency Power to Shields with Emergency Power to Weapons, increasing your damage.

Second, with that much points in Projectile Damage increase, I'd recommend the Rapid Fire Torpedo Launcher. It'll allow you to fire torpedos while broadsiding, which in turn, will keep your dps up as you don't have to turn.
Rapid fire torpedo launcher?

Do you talk about ferengi missile launcher (180) or Rapid Fire transpashic torp. launcher (90)?

If exist another, diferent from both, I no known it. I just try to find info about it, but I no find anything.

Using 3 Damage control engineers, can be...

Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-13-2012, 04:50 AM
Quote:
Second, with that much points in Projectile Damage increase, I'd recommend the Rapid Fire Torpedo Launcher. It'll allow you to fire torpedos while broadsiding, which in turn, will keep your dps up as you don't have to turn.
if it was purchaseable in c-store, but it's not. comes with the D'kora and maybe Lobi crystals (idk)

Quote:
Sensors, Driver Coil and Batteries are kinda useless skills for a Cruiser, or any other vessel. Science ships which run full Auxillery power may have a use for Sensors if they PVP.
Batteries are in his situation actually worth 6 points, he has a red matter capacitator and uses it. My suggestion is to skill that for 6 points, and use red matter capacitator, shield battery, weapon battery and something of his choice (deuterium or something else)
If you have access to the DOFF that buffs your batteries, use it. 10% dmg increase upon using weapon battery is fantastic. And the 10% dmg reduction when using shield battery is incredible.

also he needs to get rid of the flow capacitator, or get tetryon/polaron weapons.

Stick with the operations Oddy, the sensor analasys is real good dps increase...maybe more than the 3rd tactical console.

In general, don't skill everything to max...6 are sufficent in every skill. There is a list somewhere on the forum, that shows what every single point does to your skills. Can't find it right now, sry!

For tanking, i prefer maco shield with rest borg. Tetryon never convinced me for PVE, because NPC's lose their shield very fast anyway. so in the end there is no real dmg increase in PVE when using tetryon glider and or tetryon weapons. Polarons i never tested.

Quote:
Driver Coil is here beacouse give more energy on all system when my ship is on full impulse (hot entry on batle) and to get a little turn bonus at full impulse
basically a very bad idea, and you should never do it in PVP. let the enemy get to you! a "hot" entry in battle is suicide and the turnrate increase at full impulse is nonsense. plan your manuvers before engaging full impulse. spend the points in batteries and use batteries as often as possible.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-13-2012, 06:04 AM
Quote:
Originally Posted by Timberjac View Post
Rapid fire torpedo launcher?

Do you talk about ferengi missile launcher (180) or Rapid Fire transpashic torp. launcher (90)?
I mean the Ferengi one from the Lobi Store.

Yes, I realize it'll take a while to get if you're just gonna buy keys with Energy Credits.

But it can be done, and on a cruiser, in my opinion, it's definitively worth getting. Especially since you'll not miss the damage from that 8th beam array.
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