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Commander
Join Date: Oct 2012
Posts: 306
Hello,

I've started my first KDF char (my 2nd character overall), an engineer in a battlecruiser. He's on the cusp of level 30, and I figured I'd solicit a little feedback (keep it constructive, please).

For his weapon loadout, my Ktinga is sporting all beam arrays, save for one torpedo launcher fore. I know some people advocate for DHCs and turrets, but I'm reluctant for two reasons: 1) that's the same weapon arrangement my patrol escort has, sure it's great, but I'd like to try something else out if I can, 2) I just don't feel like I have the turn rate to pull it off. So far it feels like against most ships, I make an initial pass at them, then when I try to turn and go for round 2, the other ship just steers into my turn, and we just do-si-do like that for a while. To my thinking, if they want to play that game, fine, have some yummy broadside.

So with all that in mind, my Boffs are arranged as follows:
Tac: TT1, Fire at Will 2
Eng: EngTeam1, then EPtS1, AtS1, AtB2
Sci: SciTeam1, HazEm2

When I make my next rank, I plan on getting a Vorcha, and promoting both Engineers, and plan to add EPtS2, and either DEM3 or AtS3, depending on availability of training.

Duty offs, currently I've got two Technicians, one white and one green, and one Brace-For-Impact Guy, currently white. I'll up those guys in rank as opportunity permits. Still trying to figure out the best bang for the buck in the last two spots.

So if any of you want to help me figure out a next move or two, that would be great.

Thanks!
Career Officer
Join Date: Jun 2012
Posts: 1,292
# 2
11-21-2012, 09:44 AM
Quote:
Originally Posted by generator88 View Post
Hello,

I've started my first KDF char (my 2nd character overall), an engineer in a battlecruiser. He's on the cusp of level 30, and I figured I'd solicit a little feedback (keep it constructive, please).

For his weapon loadout, my Ktinga is sporting all beam arrays, save for one torpedo launcher fore. I know some people advocate for DHCs and turrets, but I'm reluctant for two reasons: 1) that's the same weapon arrangement my patrol escort has, sure it's great, but I'd like to try something else out if I can, 2) I just don't feel like I have the turn rate to pull it off. So far it feels like against most ships, I make an initial pass at them, then when I try to turn and go for round 2, the other ship just steers into my turn, and we just do-si-do like that for a while. To my thinking, if they want to play that game, fine, have some yummy broadside.

So with all that in mind, my Boffs are arranged as follows:
Tac: TT1, Fire at Will 2
Eng: EngTeam1, then EPtS1, AtS1, AtB2
Sci: SciTeam1, HazEm2

When I make my next rank, I plan on getting a Vorcha, and promoting both Engineers, and plan to add EPtS2, and either DEM3 or AtS3, depending on availability of training.

Duty offs, currently I've got two Technicians, one white and one green, and one Brace-For-Impact Guy, currently white. I'll up those guys in rank as opportunity permits. Still trying to figure out the best bang for the buck in the last two spots.

So if any of you want to help me figure out a next move or two, that would be great.

Thanks!
https://www.youtube.com/watch?v=FWSu...w&feature=plcp

That is A K't'inga of that rank in STF's. One build of cannons and one of Beams. Both feature torpedoes. Have a ball.

https://www.youtube.com/watch?v=_FDW...I&feature=plcp Here's a Mirror Vor'cha.

You will find other cruiser vids on that channel.

Cheers happy flying.
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Empire Veteran
Join Date: Aug 2012
Posts: 197
# 3
11-22-2012, 01:53 AM
Quote:
Originally Posted by generator88 View Post
Hello,

I've started my first KDF char (my 2nd character overall), an engineer in a battlecruiser. He's on the cusp of level 30, and I figured I'd solicit a little feedback (keep it constructive, please).

For his weapon loadout, my Ktinga is sporting all beam arrays, save for one torpedo launcher fore. I know some people advocate for DHCs and turrets, but I'm reluctant for two reasons: 1) that's the same weapon arrangement my patrol escort has, sure it's great, but I'd like to try something else out if I can, 2) I just don't feel like I have the turn rate to pull it off. So far it feels like against most ships, I make an initial pass at them, then when I try to turn and go for round 2, the other ship just steers into my turn, and we just do-si-do like that for a while. To my thinking, if they want to play that game, fine, have some yummy broadside.

So with all that in mind, my Boffs are arranged as follows:
Tac: TT1, Fire at Will 2
Eng: EngTeam1, then EPtS1, AtS1, AtB2
Sci: SciTeam1, HazEm2

When I make my next rank, I plan on getting a Vorcha, and promoting both Engineers, and plan to add EPtS2, and either DEM3 or AtS3, depending on availability of training.

Duty offs, currently I've got two Technicians, one white and one green, and one Brace-For-Impact Guy, currently white. I'll up those guys in rank as opportunity permits. Still trying to figure out the best bang for the buck in the last two spots.

So if any of you want to help me figure out a next move or two, that would be great.

Thanks!
In my personal exp on my Fleet Vorcha for my engineer the ship does do better with DHCs rather than a beam layout. For eg: In cure normal I can take out the BoPs in one salvo with Rapid Cannons, isometric charge and bio-neural torp (and a quantum spread at times). But I cant do the same if I switch to beams
Regardless this doesn't mean beams are bad, they'll just take a lil' longer to finish the job. The best part of KDF cruisers IS the ability to mount cannons. Personally I would mount beams only if I fly the Bortasque Cruisers cos those ships seems like they were designed for Feds!!

The fleet Vorcha has better survivability too and as an Eng you can stay alive for a long, long time!! (not counting those Borg pea shots tho.. those oneshot anything!)

Btw don't waste your Zen on Vor'kang as it doesn't discount the Fleet Vorcha ship modules

Good luck, hope you find something that works out best for your playstyle
----------------------------------------------------------------------
We still live!!!!! Hahahahahahahahaa! We live and we will conquer!!!!! Hahahahahaaha!

-Roach, when asked about Klingon extinction!
Career Officer
Join Date: Jun 2012
Posts: 141
# 4
11-22-2012, 04:13 AM
I know you don't want to run DHC's, but it's really the best part of the battlecruisers. I would try this:

Commander ENG: EPTS 1, Aux2batt 1, RSP 2, EWP 3

LT ENG: EPTS 1, Aux2batt 1


LT Tac: TT1, CSV1/CRF1/TS2/THY2

LT SCI: TSS1, HE2/TB2(and just use miracle worker if your hull gets too low

Use the aux2batt doffs and have fun

If you really wanna go with a beam build, then just insert FAW or BO into the build and run all arrays.

EDIT: If you want to get pure epic lazor fire gfx from your ship, run 2x dhc, 1x dbb, 1x torp. Super sexy if you don't care about the min/max of it.
Lynis, Orion Engineer, main
Rrezeth, Gorn Tactical, primary alt
Nari, Orion Science, secondary alt

Last edited by tetonica; 11-22-2012 at 04:17 AM.
Commander
Join Date: Oct 2012
Posts: 306
# 5
11-24-2012, 08:56 AM
Hi everyone,

First off, thanks for all the replies.

I decided to give the DHC/Turret build a try first, as everyone was singing its praises. Sadly, I'm making it work abut as well as I was afraid it would. I get one pass, after which the targets never appear in my front arc again, and I'm reduced to plinking away with the turrets. I tried adding in an RCS console (the +Turn one), and also found an engine with a [Turn] modifier, but I still find myself with all this unused DPS because I can't get targets into its firing arc. I'm going to keep trying, but if I don't find a way to make this work soon, I think I'm going to give beam arrays another try.

Thanks again!
Career Officer
Join Date: Jun 2012
Posts: 617
# 6
11-24-2012, 09:14 AM
If you are getting one pass at enemy NPC's and never seeing them again in your front then you obviously had a big target like a de'direx rommie ship or a cruiser, most other things go pop before you get near them. With the bigger ships you need to start shooting up cloak and attacking them preferably from a tactically advantageous point.

Saying that pop on your cloak and decloak off their rear at close quarters (2-5km is good) and fly matching their speed with all cannons/turrets blazing. You will tear through the shields very quickly and they should never get you with more than rear arcs weapons. A new captains mistake is normally flying the battlecruiser like an escort at full pelt.
Career Officer
Join Date: Jun 2012
Posts: 141
# 7
11-24-2012, 09:37 AM
Adding to that, make use of reverse and/or evasive for turning and bringing your front arc to bear.

When I'm in my lazy mode and I'm flying a BC, I just advance on npc's and once I reach 10km, I cut speed to 1/4 and pop my tac buffs and go to town. If you keep on the nearest target in this way, you can usually clear two before they cut around you, or all 3 if you start reversing once they get to 4-5km's and just keep them in your front arc, using the frigates in the empire defense dailies as an example.

For bigger stuff, it's usually easy to just get to 1-2km and keep them in my front arc by cycling between reverse and 1/4 impulse.

If you want some help in-game then shoot me a message(@tetonica) and we can run some defense missions or something if we can get online at the same time.
Lynis, Orion Engineer, main
Rrezeth, Gorn Tactical, primary alt
Nari, Orion Science, secondary alt
Career Officer
Join Date: Jun 2012
Posts: 1,292
# 8
11-24-2012, 10:47 AM
I agree with the previous posts. If you are getting one pass at the npc's that is exactly one pass to many.

Slow down a bit. Back up. Use engine batteries. Use evasive. Use Aux to ID. Use emergency to engines. Use chroniton spreads to keep your enemies slow.

It's all in the first video. I have one of it being done in a bortas. Just need to know what to do. If you don't see it in the vids or you don't get it from these posters (good spot on stuff by the way) I would take up that offer of in game help. Seriously. My handle is @Thissler


Cheers and happy flying!
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Commander
Join Date: Jun 2012
Posts: 250
# 9
11-24-2012, 01:54 PM
The Battlecruisers are my favorite ships to fly, but for you, I wouldn't recommend the Vor'cha, as it is very much a Tac cruiser and can be brought to it's full potential with a tactical officer commanding it. You will never be able to match the damage output that a tactical officer can dish out in the Vor'cha.

For engineers, I recommend the Negh'var. Yes it has an extra ensign slot for engineering and that could be seen as somewhat useless, it is a sturdy ship and in the right hands, a Negh'var can be a resilient and nigh indestructible foe. And you still have a respectable turn rate, so you can use beam arrays and even Dual Beam Banks effectively.

But it is your character, if you want a Vor'cha, by all means use it. Just know that you won't be able to do as much damage as a Tac Officer can.
Captain
Join Date: Jun 2012
Posts: 1,459
# 10
11-24-2012, 04:05 PM
Consider the Mirror Vor'cha instead of the normal one. You lose an ensign tactical and gain an ensign science. Low-level science slots are a virtual gold mine for a cruiser, because they're filled with great survivability-enhancing abilities.

If you throw an RCS console onto a Vor'cha you shouldn't be overtaking the target on a regular basis. Get on their six and stay there. If you're flying past everything constantly it's because your throttle is jammed at 100%, not because you lack turning rate. You're a cruiser: you won't spontaneously explode if you slow down.

And with dual heavies, also consider throwing on a copy of Auxiliary to Inertial Dampener. This ability recently got a nice buff, in that it lasts for 15 seconds with a 30 second cooldown. It provides a big boost to your turn rate and has 50% up time. You also fly somewhat faster and gain some kinetic resistance. (just watch out because Vor'cha on Aux2Damp drifts like it's on ice).

Quote:
Originally Posted by cliftona91 View Post
For engineers, I recommend the Negh'var. Yes it has an extra ensign slot for engineering and that could be seen as somewhat useless, it is a sturdy ship
Negh'var gets you 10% more hull. Realistically, if you're down to 10% hull you're alive by pure LUCK not the strength of your ship. It has a third ensign engineer slot, which is useful I guess if you want to run E-team 1 and 2 copies of EPTW1 in the "Dragon build" configuration, but consider that you also give up 10% of your turn rate compared to the Vor'cha and either an ensign tactical (tac team for shield balancing? torpedo spread?) or an ensign science (Hazard emitters? Polarize hull? Tractor beam? TSS?).

I'd say Negh'var is better if you're going to go Dragon, but for everything else, the higher agility and more flexible boff slots on the Vor'cha twins is the better pick.

Last edited by momaw; 11-24-2012 at 04:14 PM.
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