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Lt. Commander
Join Date: Jun 2012
Posts: 139
# 11
06-28-2012, 08:50 AM
Quote:
Originally Posted by whamhammer1 View Post
"2x Field Generator Mk XI (blue)"

I'm not too sure that two field generators realy pays off. I'd take one off and put the Borg console in its place to make better use of tac' consoles.

I think you need a hull heal too.
agree. I would maybe get a few of the DOFFs that reduce Tactical Team's CD, and then drop sci team 1 for Hazard emitters.
Lieutenant
Join Date: Jun 2012
Posts: 41
# 12
06-28-2012, 08:56 AM
Put 3 DHC's up front with a photon torp and turrets in the back. I use both the phaser point defense system and the photon torpedo defense system. It makes for an awesome one two punch combo. I hit the phaser point defense system first for a few secs because it does a pretty good job of dropping a facing shield even on star ships then I hit the Photon Defense system for many torps hitting on a targets hull.
Ensign
Join Date: Jun 2012
Posts: 23
# 13 Problem with torp
07-03-2012, 08:06 AM
There are several issues with torp upfront.

a) Torp upfront means that you should specialize with skills points (otherwise it will only do base damage)
b) you have to use projectile weapons doff to make them faster (using valuable doffs)
c) they only effect hull optimally (so on ship to ship not as useful initially)
d) To get optimal use of torpedoes you need a to put tac console thus reducing cannon damage.

approximate values..
MK12 Photon Torps are rated 440 dps approx non buffed
MK12 Dual Phaser does 230 approx + 26x4(239 dmg) 469 dmg approx
This also gets buffed because of weapons skills.

This does not include any procs you may get from dual beam banks.

If you want to use extra ensign slot your best bet is dual beam.
You can put a fire at will/ Beam overload/ disable weapons ability.

a) In stf's disable weapons ability is best because even if it does not disable weapons it weakends them giving more staying power against cubes and spheres.

b) Fire at will is great against gates and probes as your using dual beam it will only fire at 90 degree arc so you more or less know where it is going to fire.

c) beam overload is not as good as it does good spike damage but weakens everything else.

The arguments for torp:

Torp spread is very usefull in stf to do damage.

Dmg can be increased with projectile weapons conn officer loadout

If you find a way to specialize in both max phasers and max torps you can get the highest dps possible in game (but it will come at a cost of something else.)

A really interesting debate all in all you can do a torp load out but it may cost in reducing effectiveness of some survivability skills. What are your thoughts?
Lieutenant
Join Date: Jun 2012
Posts: 41
# 14
07-03-2012, 08:29 AM
Here's my build that I consistantly take the #1 spot with DPS using the Advanced Combat Tracker log parser.

http://www.stoacademy.com/tools/skil...=RipArmitage_0

Fore Weapons
3 MK XII Antiprotons DHCS
1 MK XII Photon Torpedo

Rear
3 MK XII Antiproton Turrets

Full MK XII MACO Set

Boff layout

Cmdr Tact
TT1 CSV1 TS3 APO3

Lt Tact
HYT1 CRF1

Ensign Tact
TT1

Lt Cmdr Eng
EPTS1 EPTS2 RSP2

LT Sci
TSS1 HZEM2

Pets
Adv Delta Flyers

Eng consoles
Assimilated Uni Console, Phaser point defense system, Neutronium Alloy MK XI Blue

Sci Consoles
Field Generator MK XI Blue, Bio Function Moniter Mk XI Blue

Tact Consoles
Photon Torpedo point defense system, Photon Detonation Assembly Mk XI Blue, Antiproton Mag Regulator Mk XI Blue x2.

I don't specificly use the point defense systems for pet spam unless I'm up against carriers that already have their fighters out. I acutually use them more of an offensive weapon. As in I with use my CSV or CRF to drop a facing shield along with the Phaser point defense system and then send out either HYT or Torp Spread 3 with the Torp defense system for massive damage against one target or multiple targets.

I am consistantly in the 3800-4200 Dps range with the ACT parser which doesn't count shield damage only hull damage seems to be more accurate than the basic Combatlog parser where in the 6500-8000 range. Our fleet has come to like the ACT parser much better because it seems to read more accurate and doesn't seem to give other players lower Dps because they aren't withing a 15 km range of the person running the parser like the combat log parser seems to have. Plus ACT lets us break down excatly what weapon or ability is doing what damage and what may be doing damage to us.

I will also add any Escort that is running more than 3 DHC"s up front is really hurting themseleves because of the toggle max per weapon of one. Escorts should have one torp up front for that big burst kinetic damage. I don't claim to be an expert like some of these so called people on this forum but I do find it funny allot of times. That when I end up in a STF or Starbase fleet action on Tribble with some of these so-called ubber elites and I out dps them and have to laugh when they are in the 1400-1800 dps range. I have only 5 points in Starship projectile Weapons and none in Projectile Specialization and go great damage with my torps.

The only person from this board that really helped me with good solid advice when I was needing help was playhard88. He gave very solid advice and I would trust any advice he would ever give out.

Last edited by gt86; 07-03-2012 at 08:53 AM.
Career Officer
Join Date: Jun 2012
Posts: 36
# 15
07-03-2012, 08:50 AM
I've used my armitage as a torpedo boat. It's got some issues with drawing aggro on EVERYTHING when it goes into torpedo mode, but other than that it tears through stuff in STFs

Fore Weapons
3 MK XII Photon Torpedo
1 MK XII Dual Disruptor Beam Banks

Rear
2 MK XII Disruptor Turrets
1 MK XII Photon Mine

Borg Deflector
Borg Engines
Maco Shields

Boff layout

Cmdr Tact
TS 1
THY 2
TS3
Dispersal Pattern Beta

Lt Tact
TT 1
APB

Ensign Tact
Target Shields Subsystems

Lt Cmdr Eng
EPTS1 EPTS2 EPSIF

LT Sci
TB1 TB II

Pets
Adv Delta Flyers

I don't remember the consoles precisely, but all the tacticals go towards buffing your photon damage.
Career Officer
Join Date: Jun 2012
Posts: 46
# 16
07-03-2012, 10:16 AM
Quote:
Originally Posted by stargate525 View Post
I've used my armitage as a torpedo boat. It's got some issues with drawing aggro on EVERYTHING when it goes into torpedo mode, but other than that it tears through stuff in STFs

Fore Weapons
3 MK XII Photon Torpedo
1 MK XII Dual Disruptor Beam Banks

Rear
2 MK XII Disruptor Turrets
1 MK XII Photon Mine

Borg Deflector
Borg Engines
Maco Shields

Boff layout

Cmdr Tact
TS 1
THY 2
TS3
Dispersal Pattern Beta

Lt Tact
TT 1
APB

Ensign Tact
Target Shields Subsystems

Lt Cmdr Eng
EPTS1 EPTS2 EPSIF

LT Sci
TB1 TB II

Pets
Adv Delta Flyers

I don't remember the consoles precisely, but all the tacticals go towards buffing your photon damage.

I was going to ask about anyone using it as a torp boat, which I "think" was the intended design. I would ask about 3 torps upfront? That seems excessive no? How is it working out? How do you drop the shields, and is this more for pve? (I do more pve also)
Starfleet Veteran
Join Date: Jun 2012
Posts: 59
# 17
07-03-2012, 10:51 AM
He has Tachyon Beams to drain shields so that's not too big of an issue. I'm also guessing he'll have some flow capacitors to help augment that for his sci slots. This is very similar to a build I run with my Intrepid Retrofit (uses boff skills to drain shields and then unload with my 3x Fore Torp Launchers).

Ive been debating about turning my Armitage into a torp boat as well but currently just running with DHCs.
Career Officer
Join Date: Jun 2012
Posts: 46
# 18
07-03-2012, 10:59 AM
his build listed disruptors. With a torp boat would tetryons be the best choice for energy weapons?
Starfleet Veteran
Join Date: Jun 2012
Posts: 59
# 19
07-03-2012, 02:07 PM
I'm talking about his science boffs aka

LT Sci
TB1 TB II

So basic strategy is use your TB to drain shields, let the Delta Flyers also use their inherit TB and shields ought to be stripped quite quickly. Then fire up THY and unload Torps. Dead ship.

Last edited by dcpuser; 07-03-2012 at 02:11 PM.
Ensign
Join Date: Aug 2012
Posts: 29
# 20
09-11-2012, 02:13 PM
Quote:
Originally Posted by whamhammer1 View Post
"2x Field Generator Mk XI (blue)"

I'm not too sure that two field generators realy pays off. I'd take one off and put the Borg console in its place to make better use of tac' consoles.

I think you need a hull heal too.

They stack nicely. Take two to any enemy contact space zone and equip one. look at your stats, then equip the other. They are so worth it. If your like having alot of shields. If not throw in what you want

You needn't hang like a dog. If you'd fight like a man.~ Anne Bonny
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