Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
05-24-2012, 09:55 AM
Quote:
Originally Posted by Naldoran
Let me put it this way; of the top three escort pilots in the entire game, none of them runs a torpedo on their pvp build. This is not a coincidence. Torpedoes can be devastating against unshielded targets, but getting the shields completely down on a well supported target is quite difficult to do for long, and the tradeoff for torp abilities is just too high; HY 3 means giving up one of your copies of Omega or Rapid Fire.

Potentially worthwhile in PvE, but a good 4xDHC escort will still out-DPS you.
Quote:
Originally Posted by Naldoran
From reputation and my own observations of the pvp arenas, I'd give that honour to Aytanhi, Blackjack & MT.
I don't have a problem with that assessment, but it definitely rules out several ships like the MVAE & Defiant-R unless you're just willing to waste a BOFF slot.


As for the OP we don't know if this is for PvP or PvE or both, but he is using a Defiant-R. There's no way to get around the ensign tac slot that ends up having no use at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
05-24-2012, 04:08 PM
Quote:
Originally Posted by NeilCell View Post
The three snd four heavy cannon escorts are way too over powered. It makes almost any other loadout pointless. Especially when coupled with cloak/mask energy singature followed by cannon rapid fire, there is no effective counter.

My suggestion for a ifx would be stacking cool down times. Torpedos have shared cool downs. My suggestion would be for the more cannon shots fired, the longer it takes to use them again. This would simulate longer recharge times for an energy weapon that consumes massive amounts of ship's power.

Example:
One cannon: Recharge 5 seconds
Two cannons, simultanious discharge: 10 seconds.
Two cannons, staggered discharge: 5 seconds.
Three cannons, Simultanious discharge: 15-20 seconds.
Three Cannons, staggered discharge: 5 seconds
Four Cannons, Simultanious: 20-30 seconds
Four Cannons, Dual staggered discharge: 10 seconds
Four Cannons, quad staggered Discharge: 5 seconds.
You must be the A****** who suggested the Death penalty too.
Cannon stacking cooldown. Single Worst Idea in the history of Star Trek Online.
2nd being the lockbox

As far as the conversation is concerned.

With my MVAE
I've run 4 AP DHC's on the front with 3 AP turrets on the rear. Power drain is an issue but the first strike power is staggering IMHO.

Im currently running 3AP DHC's and 1 QT on front with 3x turrets on rear. I like this loadout a lot.

You should consider what you are shooting at prior to swapping.
Ensign
Join Date: Aug 2012
Posts: 2
# 33
08-22-2012, 05:11 AM
I dont have a max level ship yet but i was thinking 4 DHC in the from and 2 turrents and a mine launcher in the back would this be a good build or are mines not worth ussing.
Captain
Join Date: Jun 2012
Posts: 658
# 34
08-22-2012, 05:15 AM
What you can do is use Tricobalt mines and a Dispersal Pattern of your choice for your very own personal weapon of mass destruction
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

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Commander
Join Date: Aug 2012
Posts: 471
# 35
08-22-2012, 05:43 AM
Quote:
Originally Posted by callum361 View Post
I dont have a max level ship yet but i was thinking 4 DHC in the from and 2 turrents and a mine launcher in the back would this be a good build or are mines not worth ussing.
I run this in, what is probably the worst escort endgame at the moment, the Escort Retrofit.

I use distuptor cannons / turrets and Plasma mines. All MK XII borg. I also use dispersal pattern beta 2.

I love it. Stacking 10 plasma dots on the target is great and for some reason the Escort Retrofit (which ive now upgraded to Fleet) doesnt want to die. It seems to have crazy passive hull regeneration. I flew into a group of 4 battleships in a fleet event this morning, killed 2 and came out the other side with almost no shields but 100% hull. No hull heals used at all. Can't explain it.
Ensign
Join Date: Aug 2012
Posts: 2
# 36
08-22-2012, 07:13 AM
Running with tetryon cannon to bugger up their shield what is the best mine type to use.
Commander
Join Date: Aug 2012
Posts: 471
# 37
08-22-2012, 10:59 AM
Ive only ever tried Quantum mines and Plasma mines.

On paper Photon look good for the increased activation range however I think Plasma are the way to go. They provide a very nice DOT effect and the initial hit isnt really much worse than Quantums.

I'd seriously consider dropping tetryon weapons unless you are looking for a pvp ship. In which case i'd either not use mines at all or use quantums / photons / transphasics.
Captain
Join Date: Jun 2012
Posts: 542
# 38
08-23-2012, 06:37 AM
Quite a bit of the talk in this thread was about weapon power. Would a 4th aft slot change the power situation? (D'Kora) Is all out 4DHCs front and 4 turrets back a viable option or are you starting to hurt your damage because of power issues? I'm only doing PvE and I've yet to find a use for mines there, so I don't know what else to use the aft slot on. Strafing runs with aft torps also seem like a waste of forward firing time considering most high value targets are basically stationary.

Someone a few months back (damn thread reviving... but now that it's up we might as well use it) also mentioned that energy buffs from batteries build a buffer. I can't seem to replicate that, when my (currently 3) DHCs cycle my weapon power level drops into the 80 range, regardless of if I have an exocomp boosted Red Matter Capacitator active or not.
Ensign
Join Date: Jul 2012
Posts: 14
# 39
08-23-2012, 08:44 AM
I use 3DCs in stfs because of the increased proc chance, 3DHCs in fleet mark missions. I'd use the torp to take advantage of some combination of torp and cannon powers. 4 cannons basically wastes officer powers in a defiant.
Captain
Join Date: Jun 2012
Posts: 568
# 40
08-23-2012, 10:12 AM
Quote:
Originally Posted by arcademaster View Post
Quite a bit of the talk in this thread was about weapon power. Would a 4th aft slot change the power situation? (D'Kora) Is all out 4DHCs front and 4 turrets back a viable option or are you starting to hurt your damage because of power issues? I'm only doing PvE and I've yet to find a use for mines there, so I don't know what else to use the aft slot on. Strafing runs with aft torps also seem like a waste of forward firing time considering most high value targets are basically stationary.

Someone a few months back (damn thread reviving... but now that it's up we might as well use it) also mentioned that energy buffs from batteries build a buffer. I can't seem to replicate that, when my (currently 3) DHCs cycle my weapon power level drops into the 80 range, regardless of if I have an exocomp boosted Red Matter Capacitator active or not.
Assuming you're running at 125 power, no, adding a 4th DHC won't hurt your DPS. What it WILL do is lower your spike damage potential, because Torpedos give you more options versus Hull via both HYT (ST) and TS (AoE).

For PVE the best balance tends to be 2x DHC and 2x Torpedo Launchers (Quantum or Photon) at higher levels (at least versus Borg, and with a few Projectile DOFFs), but if you're not going to bother stacking DOFFs, I'd opt for 1 Launcher. Mines are another alternative, Tricobalt Mines are considerably more powerful then the Torpedos, but they're best used alongside damage buffs so their effectiveness can depend on your other powers.

Oh, and the "power buffer" thing doesn't work for cannons, only beams. It doesn't matter what sources you're using - it can be batteries or skills or passive buffs - it offsets your energy drain a little whenever you'd otherwise dip below 125 weapons power.

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