Starfleet Veteran
Join Date: Jun 2012
Posts: 371
# 51
10-12-2012, 10:04 AM
Thanks everyone for confirming what I was thinking. As soon as my patcher is done patching (to avoid the crashes that have been plaguing players today), I'm going to put my AP beam boat gear back on my beam boat, take my MVAM gear, and put it on the Chimera, and then try that out as time permits (although that may not be until next week due to me moving to a new domicile).

My fleet's starbase isn't at Eng Tier 2 yet, so no starship weapons until we knock out a few more projects; and I haven't run nearly enough STFs to have [Borg] phasers yet; but in the meantime, I'll just use my rare Mk XI gear (and purchase some new turrets) to see how it runs with a BOff layout similar to my MVAM

I don't care how long you've been playing. I only care about how you play.
And remember to follow the rules.
Lieutenant
Join Date: Jun 2012
Posts: 50
# 52
10-24-2012, 06:30 AM
I'd like an opinion on what an engineering build could be for this ship. Using the universal slots for engineers, it would be almost ideal for an engineer officer. Plus, you can't beat that turn rate.
Lieutenant
Join Date: Sep 2012
Posts: 93
# 53
10-24-2012, 07:21 AM
I've tried many builds with this boat and it handles them all quite well.

Right now its a support boat in PvP, with 6x phaser beams and tachyon mines, and TB doff. Drains shields like a mofo. Then my buddies can vaporize things.

Like I said, it is such a multirole ship. I like it a lot. Too bad its amazingly fugly.
Lt. Commander
Join Date: Sep 2012
Posts: 195
# 54
10-30-2012, 07:34 PM
I'll post the build I worked up for my Engineer. Keep in mind, I prefer PVE and I set this up as a secondary ship for a captain skilled for cruisers, meaning some design decisions were made specifically in the context of an escort being stuck with threat control, such as choosing rapid fire over scatter volley to avoid unwanted aggro.

3 DHC, 1 DBB, 3 turret

Commander Tactical
tac team // beam target weapon subsystem 2 // cannon rapid fire 2 // attack pattern beta 3

lt commander universal (engineer)
engineering team 1 // reverse shield polarity 1 // emergency power to shields 3

lieutenant engineer
emergency power to engines 1 // auxiliary to battery

ensign universal (engineer)
emergency power to weapons 1

lieutenant science
polarize hull 1 // hazard emitters 2


Doff:
3x Technician
1x Conn officer (tac team reduction
1x Zemok (attack pattern reduction)


This setup abuses the technician battery build. It keeps a constant uptime on EmP2S 3 and EmP2W 1. The doffs in combination with battery also bring both tac team and APB1 down to their global cooldown using only single copies allowing me to use only a single tactical boff and load up on the engineer powers. Only cannon rapid fire suffers slightly, being stuck with a 30% reduction, imperfect compared to what two rotating copies would accomplish, but it's a minor difference I think. As an engineer built for cruisers and skilled into threat control, the idea is to take one target and survive it. In addition to the general tankiness of the engineer abilities, target weapon subsys 2 ensures my dueling partner is de-fanged for a significant portion of the fight. So far I've had no problems sitting in front of a tac cube or even donatra and surviving the entire fight. Though engineering team has timing trouble with tac team, I prefer it over an ensign science ability because battery builds also cause hazard emitters to have difficult timing, and with both there is a better chance at least one of them will be usable if you really need a hull heal.

Last edited by mscowboy; 10-30-2012 at 07:40 PM.
Career Officer
Join Date: Oct 2012
Posts: 26
# 55
11-08-2012, 08:06 AM
Quote:
Originally Posted by cptrichardson12 View Post
Though I end up in instances where I outdamage everyone and end up with all the aggro....
So I'm not the only one then

Fore:
3x Antiproton Dual Heavy Cannons Mk XII [Acc] [CrtH] [Borg] (purple)
1x Quantum Torpedo Launcher Mk XII [CrtD] [CrtH] [Borg] (purple)

Aft:
3x Antiproton Turret Mk XII [Acc] [CrtH] [Borg] (purple)

Consoles Tac:
Console - Tactical - Zero Point Quantum Chamber Mk XI (blue)
3x Console - Tactical - Antiproton Mag Regulator Mk XI (blue)

Consoles Eng:
Console - Engineering - RCS Accelerator Mk XI (blue)
Console - Engineering - Ablative Hull Armor Mk XI (blue)
Console - Engineering - Neutronium Alloy Mk XI (blue)

Consoles Sci:
Console - Universal - Dynamic Tactical System
Console - Universal - Assimilated Module

Full M.A.C.O. XII set.

BOFFs:
Torpedo: High Yield III
Torpedo: Spread I
Cannon: Rapid Fire III
Cannon: Scatter Volley I
Engineering Team I
Engineering Team II
Reverse Shield Polarity I
Emergency Power to Shields I
Tachyon Beam II
Tractor Beam III

I do need some advice on the Engineering consoles.

Last edited by chahk42; 11-08-2012 at 08:13 AM.
Republic Veteran
Join Date: Jun 2012
Posts: 89
# 56
11-08-2012, 08:58 AM
Ok I would like some help to figure out what I can do to help my weapons layout. Currently I have everything on Antiproton which is 2 XII dual Heavy cannons and 1 XII antiproton Beam array in the front. In the back is 2 XI Antiproton beam arrays and an XI Quantum Torpedo. All of these I just listed are built for the borg. The only other weapon I have on my Chimera is my Quad Phaser cannons.

My question is If i want to use my Quad Cannons would be be better if I rebuilt my ship to a full phaser build instead of mostly Antiproton?
Ensign
Join Date: Nov 2012
Posts: 2
# 57
11-08-2012, 09:11 AM
I put it on my Sci officer. Not too shabby. This thing is blowing thru groups of ships.
Captain
Join Date: Jun 2012
Posts: 1,089
# 58
11-08-2012, 12:20 PM
Quote:
Originally Posted by killjack0 View Post
Ok I would like some help to figure out what I can do to help my weapons layout. Currently I have everything on Antiproton which is 2 XII dual Heavy cannons and 1 XII antiproton Beam array in the front. In the back is 2 XI Antiproton beam arrays and an XI Quantum Torpedo. All of these I just listed are built for the borg. The only other weapon I have on my Chimera is my Quad Phaser cannons.

My question is If i want to use my Quad Cannons would be be better if I rebuilt my ship to a full phaser build instead of mostly Antiproton?
Yes, re-doing your weapons to Phaser and then using Phaser Relays in tactical consoles will help your damage output. Right now, you're either loosing out on damage from the Quads and Phaser Lotus or the rest of your energy weapons.

Personally, I'd fit it like an escort (which it basically is) and drop beam arrays entirely for a DHC fore (or DBB if you want Beam Overload spike damage) and two or three turrets aft. If you're intending to use Borg Salvage to fill in the weapons, do it quickly, as Borg standard space weapons will no longer be available Season 7 and any unused Borg EDC/salvage/tech will be converted to Omega Marks, Neural Processors and Dil which is then locked away until you reach Tier 3 in Omega Reputation.
Starfleet Veteran
Join Date: Jul 2012
Posts: 961
# 59
11-08-2012, 07:40 PM
Quote:
Originally Posted by tom61sto View Post
Yes, re-doing your weapons to Phaser and then using Phaser Relays in tactical consoles will help your damage output. Right now, you're either loosing out on damage from the Quads and Phaser Lotus or the rest of your energy weapons.

Personally, I'd fit it like an escort (which it basically is) and drop beam arrays entirely for a DHC fore (or DBB if you want Beam Overload spike damage) and two or three turrets aft. If you're intending to use Borg Salvage to fill in the weapons, do it quickly, as Borg standard space weapons will no longer be available Season 7 and any unused Borg EDC/salvage/tech will be converted to Omega Marks, Neural Processors and Dil which is then locked away until you reach Tier 3 in Omega Reputation.
Do Phaser relay consoles boost damage on the Phaser Lotus weapon?

Also, I'm currently outfitting the Chimera like my Armitage (2x DHC /1x Quad+ 1x Quantum Fore/3x Turrets Aft , but I feel less effective somehow due to the different Boff setup making me lose powers I'm typically used to cycling.

My current Chimera layout:
Cdr Tac: Tac Team 1/Torp Spread 2/AP Beta 3/Rapid Fire 3
LtC Uni (Eng): Emergency Power Shields 1/Rev. Polarity 2/Emer. Shields 3
Lt Eng: Eng Team 1/Direct. Ener. Mod
Lt Sci: Transfer Shield 1/Haz. Emitters 2
En Uni (Tac): Tac Team 1

This setup is different from my Armitage, and as a result I've lost some powers like Scatter Volley and my 2nd copy of Rapid Fire, and I don't feel like my Lt. Engineering slot is well used - Eng Team cuts into my Tac Team cycle and DEM isn't very useful for STFs (I don't do PVP).

Do you have advice for making the most of this new layout? I'm open to any suggestions, although if possible I'd like to avoid drastically respeccing my crew, as I like to switch between my Armitage and whatever.

Thanks!
Ensign
Join Date: Aug 2012
Posts: 7
# 60
11-08-2012, 11:02 PM
Quote:
Originally Posted by chahk42 View Post
So I'm not the only one then

Fore:
3x Antiproton Dual Heavy Cannons Mk XII [Acc] [CrtH] [Borg] (purple)
1x Quantum Torpedo Launcher Mk XII [CrtD] [CrtH] [Borg] (purple)

Aft:
3x Antiproton Turret Mk XII [Acc] [CrtH] [Borg] (purple)

Consoles Tac:
Console - Tactical - Zero Point Quantum Chamber Mk XI (blue)
3x Console - Tactical - Antiproton Mag Regulator Mk XI (blue)

You are aware that the [Borg] weapons do not work?
Consoles Eng:
Console - Engineering - RCS Accelerator Mk XI (blue)
Console - Engineering - Ablative Hull Armor Mk XI (blue)
Console - Engineering - Neutronium Alloy Mk XI (blue)

Consoles Sci:
Console - Universal - Dynamic Tactical System
Console - Universal - Assimilated Module

Full M.A.C.O. XII set.

BOFFs:
Torpedo: High Yield III
Torpedo: Spread I
Cannon: Rapid Fire III
Cannon: Scatter Volley I
Engineering Team I
Engineering Team II
Reverse Shield Polarity I
Emergency Power to Shields I
Tachyon Beam II
Tractor Beam III

I do need some advice on the Engineering consoles.
You are aware that [Borg] weapons do not work?
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