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Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 11
07-30-2012, 11:34 PM
I get huge amounts of knock back from TBR with power to Aux set at 25. In reality it comes to about 50.

But I never get slow steady DPS out of moving objects from TBR, I admit it's almost as good as the PDS console for getting fighters off you, they don't live long enough to survive the punt.
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Career Officer
Join Date: Jun 2012
Posts: 560
# 12
07-30-2012, 11:44 PM
Quote:
Originally Posted by daiouvegeta2 View Post
Able crew means squat when using an engineer though. Aux2SIF, Hazard Emitters, Miracle Worker, and 2 piece borg set makes natural regen far to slow to really make any difference when these are added and used in unison with one another.
True. But there is a certain satisfaction to getting hit with a plasma DoT proc, then being able to completely ignore it due to the damage being neutralized far faster than the proc is able to take off. You'll see me shrugging off plasma fires and saving my Hazard Emitters for other uses, like a team mate in trouble.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,231
# 13
07-30-2012, 11:55 PM
Quote:
TAC: 1x Zero-Point Quantum Chamber, 1x Phaser Relay, 1x Directed Energy Distribution Manifold
I have always used 3x Phaser Relay in the tac slots
Fore : 4x Phaser Beam Arrays
Aft : 3x Phaser Beam Arrays, and a Quantum Topedo Aft

Broadside the enemy with all your beams, and time your backside to keep your distance to finish with a Torpedo HY.
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Career Officer
Join Date: Jun 2012
Posts: 560
# 14
07-31-2012, 01:20 AM
While the torpedoes are still useful and shouldn't be completely removed, you won't be able to use them often enough to justify the zero-point console. See to replacing it with another phaser relay as soon as possible. The DEDM can stay until you can find a third.
Empire Veteran
Join Date: Jun 2012
Posts: 804
# 15
07-31-2012, 01:46 AM
Quote:
Originally Posted by matridunadan1 View Post
While the torpedoes are still useful and shouldn't be completely removed, you won't be able to use them often enough to justify the zero-point console. See to replacing it with another phaser relay as soon as possible. The DEDM can stay until you can find a third.
I dunno, 1 tricobalt fore and aft with HYT1 I can "waddle" in my orbit around the enemy and fire off a HVY Tricobalt every 30 seconds alternating between fore and aft.

Any more than 6 beams imo is too much of a dps vs power loss trade off.

Having a TCD console adds another ~2k damage each torp before High yield is enabled.
For spike damage there's nothing better. Sustained dps obviously suffers though.



As for OP, see my sig. I do tank builds but it might give you some ideas anyway.
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Career Officer
Join Date: Jun 2012
Posts: 560
# 16
07-31-2012, 02:06 AM
Quote:
Originally Posted by eradicator84 View Post
I dunno, 1 tricobalt fore and aft with HYT1 I can "waddle" in my orbit around the enemy and fire off a HVY Tricobalt every 30 seconds alternating between fore and aft.
Well obviously, but the OP was using quantums. Tricobalts are specialty devices. Not everyone can make the best use of them, including me, so I usually stick with quantums.
Starfleet Veteran
Join Date: Jul 2012
Posts: 961
# 17
07-31-2012, 04:20 AM
Thanks for all the advice guys. Took my ship out for a test run on Infected normal (before making any of the suggested tweaks) and got creamed. We didn't lose or anything, but I didn't feel nearly as useful as I usually feel in my escort carrier.

As per the tips I'll probably drop a Quantum for another array, swap out Torp Spread for Tac Team, and switch out my Quantum chamber for something phaser-buffing. I guess I will be replacing that DBB after all, I barely got any use out of it!

I'll probably rejigger my Engineering and Science powers a bit as well. Are there any other Eng or Sci powers that break tractor beams? Those are the only reason I keep Polarize Hull around (since I can't use AttackPattern Omega), and if I were to give up Tractor Beam for Hazard Emitters/Repulsors/Transfer Shields, I also might need a new "hold" power. Or should I just use the tractor mines in place of the rear torp?

That Aux2batt build sounds interesting, but given what you say it seems dependent on having good DOffs, so while I grind those up I might stick to improving what I've got.

Also, how does everyone feel about grinding towards buying Antiproton weapons?
Captain
Join Date: Jun 2012
Posts: 1,404
# 18
07-31-2012, 04:28 AM
Quote:
Originally Posted by unangbangkay View Post
Thanks for all the advice guys. Took my ship out for a test run on Infected normal (before making any of the suggested tweaks) and got creamed. We didn't lose or anything, but I didn't feel nearly as useful as I usually feel in my escort carrier.

As per the tips I'll probably drop a Quantum for another array, swap out Torp Spread for Tac Team, and switch out my Quantum chamber for something phaser-buffing. I guess I will be replacing that DBB after all, I barely got any use out of it!

I'll probably rejigger my Engineering and Science powers a bit as well. Are there any other Eng or Sci powers that break tractor beams? Those are the only reason I keep Polarize Hull around (since I can't use AttackPattern Omega), and if I were to give up Tractor Beam for Hazard Emitters/Repulsors/Transfer Shields, I also might need a new "hold" power. Or should I just use the tractor mines in place of the rear torp?

That Aux2batt build sounds interesting, but given what you say it seems dependent on having good DOffs, so while I grind those up I might stick to improving what I've got.

Also, how does everyone feel about grinding towards buying Antiproton weapons?
APs are good but not great (the reasons why are kind of long and involved). For just running STFs they're fine, though, and measured against other Borg equipment of the same rank/modifiers they'll do some of the highest overall DPS (IIRC disruptor does the highest given a long enough timeline for the proc chance to normalize).

Honestly, in a cruiser you don't need to break off from TBs because they're not the death sentence they'd be in a smaller ship. You can take the punishment as long as you're set up right.

The tractor mines are nice, particularly since you can place them at choke points ahead of time. They're a lot more useful than the rear torp and don't occupy any of your valuable Tac slots, so feel free to give it a spin.
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