Captain
Join Date: Jun 2012
Posts: 747
# 11
11-15-2012, 08:34 PM
The autofire is *not* affecting random players. It's affecting all players. The thing is, weapons can be set to autofire, and that's a trait of that specific weapon. Thus, weapons already set to autofire before emergence of the glitch, will continue to be set to autofire. However, players cannot 'turn them off', as it were.
Captain
Join Date: Jun 2012
Posts: 1,066
# 12
11-15-2012, 10:15 PM
Quote:
Originally Posted by unangbangkay View Post
Were they running the cannons, or beams? I only plan to get one Vesta (the Science variant) right now, so I won't have 3 aux cannons to mount up front.
You should be able to claim the Vesta, grab the cannons, dismiss and reclaim the ship until you have three of the Aux Cannons. This is sorta like what I did to get 3x DHCs and the three consoles on my Eng, even though I had only one ship slot free.

Quote:
Originally Posted by illcadia View Post
The autofire is *not* affecting random players. It's affecting all players. The thing is, weapons can be set to autofire, and that's a trait of that specific weapon. Thus, weapons already set to autofire before emergence of the glitch, will continue to be set to autofire. However, players cannot 'turn them off', as it were.
My 3x Aux cannons are firing fine, which are obviously all after S7 when the glitch started being reported. I can turn autofire on and off just fine of both weapons acquired before and after the S7 launch.
Starfleet Veteran
Join Date: Jul 2012
Posts: 960
# 13
11-15-2012, 11:23 PM
Quote:
Originally Posted by tom61sto View Post
You should be able to claim the Vesta, grab the cannons, dismiss and reclaim the ship until you have three of the Aux Cannons. This is sorta like what I did to get 3x DHCs and the three consoles on my Eng, even though I had only one ship slot free.
Thanks for the advice!

That said, how is the Vesta when running a beam build (and what's a good beam build for it)? I'd also like to use the ship's native subsystem stuff, which I undertand is beam exclusive.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,018
# 14
11-16-2012, 11:01 AM
theres a simple fix for the autofire bug

enable your weapon tray , you can switch autofire on with that , its currently not working on the main tray
12th Fleet
Rear Admiral , Engineering Division
U.S.S. Sheffield N.C.C. 92016
Rihannsu
Join Date: Jun 2012
Posts: 625
# 15
11-16-2012, 11:57 AM
Quote:
Originally Posted by unangbangkay View Post
That said, how is the Vesta when running a beam build (and what's a good beam build for it)? I'd also like to use the ship's native subsystem stuff, which I undertand is beam exclusive.
I would go with Phasers for extra disabling goodness. Also since the Quantum Field Focused Phaser from the Nav-Deflector is Phaser energy type it should be a boost from it as well (yet to confirm)

On one of mine I run the Tac-Vesta with 5 MK XII Phaser Arrays and the wide angle Q-Torp, I use 3 Phaser Consoles as well.

I was doing PvP testing with my fleetmates and this thing destroyed a Guramba with its QFFP by locking the target down in a tractor beam. The target just vanished...
My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug.
Commander
Join Date: Jun 2012
Posts: 466
# 16
11-16-2012, 12:42 PM
So far I've tried this out on a tac and a sci.

Tac build is very similiar to an escort. 3xDHC/3 turrets. Usage of LTC Tac, Ens Eng in the universals.

So far I've found a very lethal combo with APB1+GW3+CSV2+PDS
Enemies literally melt, regardless of the difficulty (Elite sphere groups in ISE for example).
She has a good amount of shielding and can take punishment better than your average Defiant. The focus phaser is good to target on individual large enemies while using CSV or CRF and Tyken's 1.

I also have the Omega shield, Fleet Turnx3 impulse, and Aegis deflector mostly for shield buffing. The omega shield helps a lot with getting those cannons to bear if you need to in the middle of a fire fight.

All in all for a tactical, a very tough, very damaging ship.

For a Sci however, she's a godsend.
So far I've maxed her shields up to 20788 with an Aegis shield and 5 Field Gens. Max aux, 1xAux DHC, 1 Fleet Phaser array, 1 torpedo (Still working on which to use, using Transphasics for now). 3xPhaser arrays in aft for broadsiding while turning to bring forward arcing weapons to bear and target subsystems (Still debating on whether or not to keep the 3 in back). On top of that, all of the science powers you could ever ask for. VM1, GW3, Tyken's 2, TSS3, so on and so forth.

While my damage with the sci is obviously not going to be very high. I felt very good last night in a Fleet Alert, tractoring ships, throwing out GW3, slamming them with VM1 and holding them in place while a Jem bug thrashed them to death with their cannons. We had a rather good synergy going that I never had in an intrepid.

[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent

Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.

Last edited by daiouvegeta2; 11-16-2012 at 12:46 PM.
Republic Veteran
Join Date: Jun 2012
Posts: 2,728
# 17
11-16-2012, 01:38 PM
with the phaser module, theres one hting you forget, its a very narrow beam that fires continuously for 12 seconds doing damage per second.... which means 12 ticks. my vesta before using power boosts does about 900 damage a tick. 900 x 12 = 10800 damage. after all my boosts including batteries as a tac officer, i've seen it get upto 1300+ per tick. and it can crit i believe. 1300 x 12 = 15600 damage.

if i recall this weapon also is based on aux power, but you have to continuously move to follow your target so that it could stay in the target range the whole 12 seconds.
Joined Sept 09.

Curse you Archived Post.... you stole all my Ideas.
Lieutenant
Join Date: Sep 2012
Posts: 59
# 18
11-16-2012, 04:34 PM
Personally I do not mind the slow hangar.
The turn rate is somewhat strange. It feels that it is not what it is supposed to be. I do not know if the size and inertia play any roll or it is a "bug" not an accurate term, but something feels strange.

I acquired the 3 ship pack. So far I tested 2 builds. First build was the same from my Long Range. I could not say that I was astonished but it was better in many aspects. The second build was more to an escort with a few modifications, after all it is a science vessel not an escort. I can only say that it put a smile on my face

The only thing that is left to test is to see if it can match a cruiser tank, and I think that it can easily match a cruiser.

Concerning the consoles Fermion is the best of the 3. Also the extra ability from all 3 is good, feels like the ablative armor. The phaser module can do high damage if you target a slow moving target or immobilize the target and with 3 AUX cannons in Rapid fire do the math in DPS

My opinion/conclusion is that if you expect to use your standard science build from another ship, you will not see a great difference, improvement yes/maybe depends on the switch. If you are planning to have a mix of tac-sci build or eng-sci build, then yes it transforms to a different beast. My advice the Ensign Universal a Sci Boff and the Lt.Com Universal depending on tac or eng build.

Last edited by kronosath; 11-16-2012 at 04:37 PM.
Ensign
Join Date: Oct 2012
Posts: 2
# 19
11-17-2012, 03:04 AM
Quote:
Originally Posted by kronosath View Post
My opinion/conclusion is that if you expect to use your standard science build from another ship, you will not see a great difference, improvement yes/maybe depends on the switch. If you are planning to have a mix of tac-sci build or eng-sci build, then yes it transforms to a different beast. My advice the Ensign Universal a Sci Boff and the Lt.Com Universal depending on tac or eng build.
This. I use a sci captain and I fly all three types of ship depending on my mood. For starters I wasn't too impressed about the Vesta because I ran a standard sci ship setup. It was better than my other sci ships, but perhaps not enough to justify the zen I spent.

Now, however, I'm starting to like this ship a lot more because simply changing your ltc universal boff and a few items the gameplay drastically changes. A standard beams setup+sci ltc boff and you get your regular sci support gameplay. Slot an engi ltc and you become a decent tank. Slot the aux cannons and a tac ltc and you get nice dps.

Don't get me wrong, escort will always be better for dps and cruisers for tanking, but I enjoy being able to adapt my gameplay. Even in the middle of missions, if there are breaks between fights you can change your setup if different parts of the mission are better suited for dps, soaking dmg, cc, etc.

About aux cannons, imo they are an all or nothing. To get the most of them I use all three (sometimes 2 when I don't want to lose the torpedo launcher) with a tac boff in the ltc universal slot. After a few days of experiencing the ship I found if I'm running a tanky or support setup without said tac ltc boff, I'm more comfortable going back to beams.
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