Go Back   Star Trek Online > Feedback > Federation Shipyards

Thread Tools Display Modes
Lt. Commander
Join Date: Jul 2012
Posts: 135
# 11
07-29-2012, 07:26 PM
I switched mine up from 4 AP DHCs fore to 3 and a quantum
Im running 3x turrets on aft

I keep the extra DHC in my inventory for easy switching

Opening a lockbox is like using a public restroom when u gotta poo.
You are just hoping nobody blew on the seat or that all the toilet paper is gone.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,232
# 12
07-29-2012, 08:39 PM
I'm currently using ...

2x Phaser Dual Heavy Cannons
1x Quantum Torpedo Launcher
1x Phaser Quad Cannons

3x Phaser Turrets

Using them with:
Torpedo Spread I
Torpedo High Yield II
Cannon Rapid Fire II
Cannon Rapid Fire II
Federation Bushrangers
Federation & Imperial Bushrangers
Looking for an Australian/New Zealand fleet?
Sign up here:
Empire Veteran
Join Date: Jul 2012
Posts: 5,881
# 13
07-29-2012, 11:09 PM
Originally Posted by willamsheridan View Post
I just wondered which cannon/beam type is the most useful, Plasma, Polaron, Tachyon, Disruptor or good old Phasers and if there is an especially good torpedo type to use.
They're all good so long as you use them well of course. Here is just a quick rundown of their procs:

Energy weapons:

Phaser: Knocks out a random system for a few seconds
Tetryon: Chance to reduce the shield strength on all four facings
Polaron: Reduce power levels
Plasma: Can cause extra plasma damage after hit
Disruptor: Briefly weaken the target's damage resistance
Anti-proton: Built-in higher critical severity.

Torpedo weapons:

Photon: Lower damage, but 6 second reload
Quantum: Very good damage, 8 second reload
Transphasic: Decent damage, 10 second reload, a good portion of the damage bypasses shields
Chroniton: Good damage, 10 second reload, can cause enemies to slow down considerably
Plasma: Good damage, 8 second reload, causes extra plasma damage after hit.
Tricobalt: Tremendous damage, 60 second reload, disables and knocks back any target within it's 1 km blast radius.

Hargh'peng: Unique type, does more damage than a quantum, and has a strong plasma-damage type of effect, can also explode from the target for a secondary AoE attack which can affect other enemies (a giant purple disk you might see once in awhile). It isn't effected by any consoles (except Warhead Yield Chamber), but is buffed by your skills and damage increase buffs. Cannot be used with High Yield or Spread, and has a 15 second cool down.

Why are all of STO's EPs named 'Steve'?
Join Date: Jun 2012
Posts: 525
# 14
07-29-2012, 11:30 PM
to add a bit:
anti-protons work best with accuracy and weapon specialization high, being a tac with apa is just icing. ap's only claim to fame is on crit, so weap spec and accuracy both can increase that chance on any class, tac's apa can make it almost guaranteed.

dhc's in general it's good to have high weap spec and accuracy just to take advantage of the extra crit severity they give as often as possible. even more relevant with anti-proton dhc's.

tetryons shield drain effect can be boosted by sci skill flow capacitors, science console flow caps, and some deflectors with +to flow cap skill. if you do use tets, go dc, and look to grab some cheap phased tetryons (includes a phaser proc and uses standard tet tac console) and stick with a low reload torpedo photon, quant or plasma. (see mimey2's post for reload times). tets give you a lot of chances to smack the hull with torpedo goodness. the faster you can launch them the more likely it is you'll do some serious damage.
Join Date: Jun 2012
Posts: 31
# 15
07-30-2012, 12:05 AM
Seems like most people aren't fans of a rear torpedo launcher, but I can't imagine captaining a ship without at least one launcher fore and aft. There are plenty of times, even in an escort, where you'll be facing away from a dead shield facing, and when those times come I'd rather have a High Yield salvo than another turret.
Lt. Commander
Join Date: Jun 2012
Posts: 235
# 16
07-30-2012, 08:29 AM
Originally Posted by dudeman32569 View Post
Seems like most people aren't fans of a rear torpedo launcher, but I can't imagine captaining a ship without at least one launcher fore and aft. There are plenty of times, even in an escort, where you'll be facing away from a dead shield facing, and when those times come I'd rather have a High Yield salvo than another turret.
That's because those times should be rare, at least in PvE. In PvE, a good escort captain will always keep his fore weapons bearing down on the enemy, so turrets are better in the back than other weaponry. You have AP:Omega, Evasive Maneuvers, and a Deuterium Surplus to utilize to turn around quickly on the enemy. Also, remember to come to a full stop on an enemy and go in reverse; this will give you a decent defense bonus while allowing you to keep sustained fire on their downed shield face.
Join Date: Jun 2012
Posts: 1,360
# 17
07-30-2012, 08:33 AM
(flying only tactical escort retrofit)

I used to run three dual heavy cannons up front, but I found I like the occasional massive critical hit I can get with a dual beam bank. Always in combination with a quantum torpedo launcher fore and aft. I usually run two turrets out back, but sometimes I'm in the mood for some quantum mines, so I swap out the turrets for one beam array to make up for the lost damage.
Starfleet Veteran
Join Date: Jun 2012
Posts: 14
# 18 Escorts
07-30-2012, 08:46 AM
I'm currently using...

2x Tetryon Dual Heavy Cannons XII
1x Quantum Torpedo Launcher XII
1x Tetryon Dual beam XII

3x Tetryon Turrets XII

I have the Dual beam with one beam overload...for the travel time. Fire to impact on Cannon and Beam are slower...can beam overload and distroy week targets. I have tried all configurations on the back...Turrets are the only way to go on an Escort. If you are using correctly your back should not see enough action to use Torpedos...if you are then you are not using our Cannons.

Just added the Subspace Jumper...Great for getting an added forward faceing to target/targets. Dropped HUll platting to make the space...since i am Shield heavy seems to have no impact on keeping alive.

4X tetron pulse XII (Rare); Shield Emmitter XI, Field generator XII (both rare); Assimilated, subspace jumper, photon torpedo point defense. Maco XII shield with Borg.
Join Date: Jun 2012
Posts: 399
# 19
07-30-2012, 08:52 AM
It's actually funny how the OP just asked for advice to his new "Captain" ship, and the thread changed to an STF PVE/PVP advice (bragging) thread

Might i suggest not wasting your time getting the optimal weaponsetup while leveling, you have to consider such things soon enough.
Join Date: Jun 2012
Posts: 899
# 20
07-30-2012, 08:54 AM
I think i am going with mixed cannons. I am gong to play my favourite mission"Past imperfect a few times to get the Shied array, Impulse and dual heavy Hybrid cannons and combine them with the tetryon cannon that comes as reward in the Romulan mission. Since i am using different types of turrets and cannons "Prefire chamber" would be the console to use right?

is ist really not usefull to combine the firing speed of 2 DC with the impact power of 2 DHC?
THey have the same DPS

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 11:21 AM.