Lt. Commander
Join Date: Dec 2007
Posts: 120
# 121
05-30-2012, 01:30 AM
Quote:
Originally Posted by breakout View Post
2 quick questions Cygone

1. I see why you have the 2 developmental lab specialist but is healing really worth two doff slots in this build. I'm running a purple warp core engineer and a sensors officer instead(I'm a Sci). those two seem to fill 2 important roles in the build ( more power and damage mitigation from big targets)

2. Are the disruptors that much better than tetryons? if the main goal is to knock shields down, then why not tet turrets with 2 pieces of Omega and 2 piece borg...

Lastly I tried this build with the tac oddessy and it was lethal in PVE but I had to dedicate too many boff powers and 2 doffs for maneuverability. and lack ofa CPB 3 really slowed it down. ( I went Tachyon2 and CPB 2 instead.) It seems much more efficient on the Intrepid. Although I'm curious how it would work on a bortosque with the 5 tac consoles..
1. It's a toss up between more reactive and more preventative measures, from what I found 15 sec ST was just to good to give up. I would just suggest palying with both and seeing which one fits your play style better. Saying that, ST gives far higer HPS than SS will in terms of damage preventation. Correct me if I am wrong by ST also has a 10km range and SS has a 5,

2. Basically yes. Tetryon works vs shields, Disruptor works vs hull, STFs are all about unshielded targets, this gives Dis a huge lead in terms of DPS over Tet
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 122
05-30-2012, 01:31 AM
Quote:
Originally Posted by USS_Ultimatum
The problem with this build and the Atrox is the Atrox's turnrate.

It would be stretching it even on STFs where many enemies don't move very much, and most likely horrendous in PvP attempting to bring your Torps on target.
Bang on. I might make a Kitty Carrier build when my facinations with Diablo 3 dies down a little.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 123
05-30-2012, 01:35 AM
Quote:
Originally Posted by igorvalentine
I wonder if for the RSV you could drop a Tractor Beam and pick up Hazard Emitter? Then equip a dual beam bank to use with Target Subsystem Shields(Which apparently is Beam Target Shields 2). Last but not least, in the second ensign tactical spot, equip Beam Overload 1.

Think that would work?
Running BO without loads of skill points dumped in to energy weapons will net you sod all dps, This build is based around 0 weapon power and torps. Have a play see if you like it, the only thing I can say is taht you will notice a huge drop in DPS.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 124
05-31-2012, 11:31 AM
How important is the engine performance in this build? Does it help turn rate?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 125
06-01-2012, 04:17 AM
Quote:
Originally Posted by igorvalentine
How important is the engine performance in this build? Does it help turn rate?
Pro Tip, read the skill description.

It is one of the skills that you can reduce skill points in for something else. I just liked high power settings.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 127
06-03-2012, 04:59 PM
Awesome build, tried it, absolutely love it! Even tho my equipment (torp launchers in particular) are far from perfect, I still feel like i'm doing pretty well in STFs.
Have a few questions tho:
1.) Are Quantum torps a viable alternative?
2.) Could it be worth using Torp Spread instead of High Yield?
3.) I prefer the looks of the RSV, but i'm worried about losing that Tractor Beam and Ablative Armor.

Also, if i went with the RSV, my Tac BO layout would probably be HYT1, APB 1, HYT1.
What do you think?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 128
06-04-2012, 01:47 AM
Below is my RSV setup. You can swap the Tri-Cobalt device for another Disruptor turret if you prefer (I like having it on hand for firing off at the start o an attack run on a structure, and popping Spheres that get behind me). Quantums will prove better than Photons as long as you have the Torp DOff's necessary to get them down to the global fire-rate limit (their somewhat higher base damage and massive crit potential will add up quickly versus structures), and this gets even sweeter when stacking up those Quantum torp-buffing Tac consoles. You will be more fragile, though.


Quantum Torp Mk XI / Quantum Torp Mk XI / Quantum Torp Mk XI
Tri-cobalt Mk XI / Disruptor Mk XI Anti-Borg / Disruptor Mk XI Anti-Borg

Borg Deflector
MACO Engines Mk. X
MACO Shields Mk. X

RCS / Borg Console
Flow Cap / Flow Cap / Part Gen / Part Gen
Quantum Torp Console / Quantum Torp Console / Quantum Torp Console

LT Tac: Tac Team / Attack Pattern: Beta 1
Ensign Tac: Torpedo High Yield 1

LT Eng: Emergency Power to Shields 1 / 2

LTC Sci: Tractor 1 / Hazard Emitters 2 / Tachyon 3

CMDR Sci: Tractor 1 / Transfer Shield Strength 2 / Tachyon 3 / Charged Particle Burst 3

EDIT: Missed the Deflector, Engines, and Shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 129
06-07-2012, 06:58 AM
Quote:
Originally Posted by Firestar31 View Post
Awesome build, tried it, absolutely love it! Even tho my equipment (torp launchers in particular) are far from perfect, I still feel like i'm doing pretty well in STFs.
Have a few questions tho:
1.) Are Quantum torps a viable alternative?
2.) Could it be worth using Torp Spread instead of High Yield?
3.) I prefer the looks of the RSV, but i'm worried about losing that Tractor Beam and Ablative Armor.

Also, if i went with the RSV, my Tac BO layout would probably be HYT1, APB 1, HYT1.
What do you think?
Quick answers as I am at work (not that I am actually working of couse)

1. Yes and No, assuming you dont give up another Doff slot, (only using 2 PWDoffs), Quantums give higher burst but lower sustained DPS. It might be a good decision to switch to Qs for PvP and stick with Ps for PvE. Only a side note, if you use 3xPurple PWDoffs, the DPS of the Q out performs that of the Ps but only by about 1% at the cost of an additional doff (I will try to find the math I did to prove this).

2. Yes and No (again), I always prefer my dmg to go where I want it, TS (assuming you hit the correct targets) does more DPS than THY, but given that so many objects in STFs are shielded from hard untill X Y Z is done, the DPS you do to these targets is pointless. This is also how you see 15k DPS escorts running BFW3x2 (but the DPS they actually do in reality is much much lower, as most of it just instantly regens on the shielded structures).

3. RSV is a Dill ship, nothing says you can't purchase both, personnally I prefer the look and feel of the Intrepid, but different strokes for different folks and all that. The build its self was designed specifically for the Intrepid but that is not to say that it wont work with the RSV.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 130
06-07-2012, 07:02 AM
Originally Posted by Cygone
I do, I did the tests myself,

Dont use 3 PWD, its not worth it, I did the tests earlier in the week, (copyied out of my other thread)

2 Photon Launchers - 1 Blue, 1 Purple Doff - 111 Torpedos in 300 seconds ***111 / 300***
3 Photon Launchers - 1 Blue, 1 Purple Doff - 147 Torpedos in 300 seconds ***147 / 300***
2 Photon Launchers - 2 Blue, 1 Purple Doff - 126 Torpedos in 300 seconds ***126 / 300***
3 Photon Launchers - 2 Blue, 1 Purple Doff - 148 Torpedos in 300 seconds ***148 / 300***

2 Quantum Launchers - 1 Blue, 1 Purple Doff - 104 Torpedos in 300 seconds ***104 / 300***
3 Qunatum Launchers - 1 Blue, 1 Purple Doff - 131 Torpedos in 300 seconds ***131 / 300***
2 Quantum Launchers - 2 Blue, 1 Purple Doff - 111 Torpedos in 300 seconds ***111 / 300***
3 Quantum Launchers - 2 Blue, 1 Purple Doff - 137 Torpedos in 300 seconds ***137 / 300***

3 Rapid Reload Transphasic Torpedos - 1 Blue, 1 Purple Doff - 140 Torpedos in 300 Seconds ***140/300***
3 Rapid Reload Transphasic Torpedos - 2 Blue, 1 Purple Doff - 147 Torpedos in 300 Seconds ***147/300***

I can't use 3 Doffs, because I am using 2xDevelopment Lab Scientists and 1xTractor Specialist, this means I can only use 2 Projectile Weapon Doffs, so Photons are the better options for DPS. Frankly, I dont think I would want to use another Doff slot just to ekk out that smidgen of DPS from 3Q/3D

Tests were done in a 1v1 PvP situation, torps were set to autofire, no THY or TS used, parser counted the shots and the time elapsed.



Post #47 on this thread, I did make a thread specifically about this, but cant find it. You can work out the DPS of the relative projectile weapons by taking the dmg x amount fired.
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