Lt. Commander
Join Date: Nov 2012
Posts: 219
# 11
11-28-2012, 10:03 AM
given mandoknight89 advice, I discharged a superfluous tactical officer and and now about to recruit an engineer to fill the slot.
Captain
Join Date: Jun 2012
Posts: 1,333
# 12
11-28-2012, 10:03 AM
Quote:
Originally Posted by princedimwit View Post
I already know that you need to try to get higher level gear, so I wont spend much time on that.

Starting off, You have too many torpedoes on that ship, Id run on fore/aft. Also with the slower turn rate of your ship the '90 arc of the DBB , they wont help much. Essentially you have a front end that wont get as much firing time as it should. Id argue for single cannons or beam arrays (more likely BA's).

Maximize your tactical consoles for your energy weapons, they fire much more often that the torps' will and will increase your total damage.

Science consoles: try using field generators (increasing shield capacity) or something that will augment damage to your offensive science boff skills.

Try to earn a matching set of engines deflectors shields and also get the Borg Console, these items will add extras when you have matching items.
Lieutenant
Join Date: Jun 2012
Posts: 95
# 13
11-28-2012, 10:04 AM
Quote:
Originally Posted by princedimwit View Post
I was trying to improve my attacks during PVE because all I was doing was pew pew pew and I wanted raining death so I bought some other weapons, selling my tetyron canons and quantum torpedoes for other things I thought would be more powerful like phasers and poloron or plasma.

I can't even hold my own in a Deep Space Encounter against the Romulans anymore and I'm out of energy credits.
easy fix as far as getting Energy Credits and Tetryon weapons:
First, there is an Episode in the Romulan arc called Trapped. It gives out Tetryon Beam Arrays, among other things. You can run it every thirty minutes, so run it to get as many Arrays as you want, then run it some more to sell or recycle arrays for EC to buy what you want.

Or you can go through the list of Episodes you have completed and look for an episode that gives out Impulse Engines, as they recycle for a pretty decent amount of EC, inside of a few hours you should be able to buy whatever weapons you want.
Vice Admiral Ross
and others too numerous to name...
Career Officer
Join Date: Jun 2012
Posts: 1,346
# 14
11-28-2012, 10:30 AM
Quick Advice regarding your setup, if you are willing to hear it, and that is what you are asking for.

First I can't give enough advice without knowing your Boff powers as well, but in your equipment there are a few things you can consider changing to help just overall.

First, set your mind at ease. It looks like you are running all Common and Uncommon equipment. I know it feels like you are broke right now, but there will come a time where common and uncommon gear is what you use to test out a new potential build.

Secondly, unless you are fully geared, including doffs to support things, a torpedo ship is REALLY hard to run. Torpedos do kinetic damage. And while Quantums have a helluva punch against hull, they don't do much against shields. It's just a sad truth about torpedos. Unless you have something to pull those shields all the way down (tetryon isn't gonna do it) before you hit with the Torp, it's not using the torpedo to its full advantage. AND , you most certainly do not need 4 of them.

Next. You are in a Crusier. You are going to have to rethink the whole "raining death" concept for a time. The rain of death you are thinking of comes from escorts running pretty traditional cannon heavy builds, using rapid fire, and the cannon arc skill. Escorts are what you are looking for. So build for what you have now, and save for some kind of escort.

Lastly would be your consoles and devices.
All 4 battery types I don't recommend.
You get some awesome defense buff during the devidian arc which is a device.
You can get Scorpion Fighters in the Vault.
Play around with the devices and keep 2 battery types around, I'm gonna suggest weapon and Engine.

consoles : tac first, you have 1 to bump your tets and one to bump your torps.
Lose the one that bumps the torps. replace with a tetryon boosting console.
reasoning behind this , what has the faster cooldown ? your tetryon beams or your torps?

Science , You do not need the stealth module or the isometric charge. Keep the Isometric charge if the visuals make you happy, but regardless the stealth module has no point on your ship.

Engineering, I feel like plasma infuser could be replaced for either another RCS or some more armoring.



Weapon wise I would (since I get that you like Torpedos) go with :

2 beam arrays , 1 DBB, 1 Torp up front
2 or 3 beam arrays, 1 Torp rear (add mine dropper if only taking 2 beam arrays)

Look over the episodes also.
Often some of the rewards within them can really help with outfitting a ship.

Good Luck
And remeber Fortune Favors the Bold
(and the foolish
Captain
Join Date: Jun 2012
Posts: 568
# 15
11-28-2012, 10:32 AM
Quote:
Originally Posted by princedimwit View Post
I was trying to improve my attacks during PVE because all I was doing was pew pew pew and I wanted raining death so I bought some other weapons, selling my tetyron canons and quantum torpedoes for other things I thought would be more powerful like phasers and poloron or plasma.

I can't even hold my own in a Deep Space Encounter against the Romulans anymore and I'm out of energy credits.

I'm still in my Star Cruiser trying to earn fleet marks and work my way up fleet rants to buy something else - something with 4 weapon slots fore and aft.

Just wish I knew what weapons to use.

Firstly: Ships have different limits on the ranks and number of Bridge Officer skills you can use with them. These are known as Bridge "stations". You can fill these empty ability slots up with the skills that your Bridge Officers are trained in, but you will be limited by what the ship can handle, rather than what your BOFFs "know".

Plug your ship choice and skill build into here to get a feel for it - http://www.stoacademy.com/tools/skillplanner/


Secondly: Weapons damage depends heavilly on the rank and rarity of weapons you have equipped, as well as your buffs (including Tactical Consoles and what weapons power setting you use). A Star Cruiser only has two Tactical Console slots and one Lieutenant Tactical Bridge Officer slot, so you will be quite limited in terms of how much you can beef up your weapons damage... but you can still run at 125 weapons power and use Mk XII Purple weapons.

The different Weapon Damage types are largely flavour, there's very little difference between them unless you're purposely building towards something (resistance debuffs, energy drains, crit severity, etc). The main thing to rememeber is to always match your energy weapon damage type with the appropriate Tactical Consoles.


Thirdly: you've probably gathered this already, but a Star Cruiser is entirely the wrong ship to "rain death" in. It's built to soak up damage, not deal it (they make good tanks). Try a Patrol Escort instead - they're fairly cheap, and it sounds like a Dual Heavy Cannon setup (possibly with Tricobalt Mines) would suit your gameplay style a lot more.

If you really really want to push the boundaries of the Star Cruiser, try a broadsiding setup with Tactical Team 1 and Beam: Fire at Will 2. Use 8x Beam Arrays or 6x Arrays and 2x Torps and keep enemies at your sides in the overlapping weapon arcs. If you're strapped for EC, you can get multiple weapons (such as Plasma-Disruptor Hybrid Arrays from "Past Imperfect") for free via Episode Replay.


[ <<<--- @Maelwys --->>> ]
Lt. Commander
Join Date: Nov 2012
Posts: 219
# 16
11-28-2012, 11:03 AM
alright, this is my build

http://www.stoacademy.com/tools/skil...?build=mikes_0

There were a couple of abilities that my officers have but the drop down menu didn't.

I am willing to sacrifice certain weapons to make my ship a chariot of destruction. I mean, it doesn't have to be a torpedo boat.

Also, at level 50, why can't I skill up anymore?
Captain
Join Date: Jun 2012
Posts: 1,559
# 17
11-28-2012, 11:21 AM
Quote:
Originally Posted by princedimwit View Post
alright, this is my build

http://www.stoacademy.com/tools/skil...?build=mikes_0

There were a couple of abilities that my officers have but the drop down menu didn't.

I am willing to sacrifice certain weapons to make my ship a chariot of destruction. I mean, it doesn't have to be a torpedo boat.

Also, at level 50, why can't I skill up anymore?
In reverse order:
1.) You hit the level cap. No one gets 9/9 in all their skills.

2.) You'll need to do more than switch weapons (I recommend at least a 6-beam broadside...), but it's officer skills that count as much or more than consoles and weapons.

3.) Which abilities do they have that are missing? The planner ignores ground abilities and all traits, since they don't effect Space (except for Efficient and MAYBE one or two others). By the way, 3x Engineering Team is a waste, since each Team ability starts a 15s cooldown timer on all others, and a 30s cooldown on itself, meaning you need at most two of any one Team. Cannon Scatter Volley does nothing if you're using Beams.

4.) I hope you have a Respec somewhere (or are willing to scrounge around 500 Zen), since you're going to need to fiddle around with skill points a bit. As a general recommendation, going into the Red is usually not advised.
Lt. Commander
Join Date: Nov 2012
Posts: 219
# 18
11-28-2012, 11:38 AM
going into the red? I thought the more you had, the better you were.

Maybe I should just start over.
Captain
Join Date: Jun 2012
Posts: 542
# 19
11-28-2012, 11:54 AM
I run an all-cannon cruiser on one of my characters.

4 cannons on the front.
4 turrets on the back.
All are the same type (with as many [Acc] modifiers as possible).

Engineering consoles: SIF Generator, 2x hull plating (electroceramic ATM for Borg defence, but swap as needed), Plasma distribution manifold.

Science Consoles: Emitter Array x2, Biofunction Monitor

Tactical consoles match the weapon type.

For your devices, drop the aux battery and pick up the subspace modulator thingy from the Devidian sub-arc, it'll give you emergency survivability. I'd also swap the engine batteries for Deuterium.


I'm not entirely sure of the BOff setup on a star cruiser (I do have one somewhere, but I'm not in it ATM), but on my Heavy Cruiser retrofit I found it essential to have an Emergency Power to Weapons ability, to help mitigate the power drain of the 8 cannons. I'd also go for at least 1 copy of Tactical Team 1 (2 if you can fit them), and either a cannon rapid fire or a scatter volley.
Commander
Join Date: Jun 2012
Posts: 366
# 20
11-28-2012, 12:01 PM
Quote:
Originally Posted by princedimwit View Post
going into the red? I thought the more you had, the better you were.

Maybe I should just start over.
Whilst technically true, if you notice the more points you spend on a skill, the less return you'll get from your points. The green areas of each skill give an 18 point bonus, the yellow 10, and the red only gives 5 points each. You wind up being better off rounding your skills out than pumping into the red areas.

Typically speaking my personal build is 3 into all then add additional required points for that rank into gaining BOff training skills. Adding a few more when necessary to unlock the next rank.

Now whilst this may feel a waste it gives them at least a 54 point bonus, the lower levels getting up to a 64 point bonus, leaving my captain well rounded with the ability to train engineering officers in a wide variety of engineering skills.

Link to my (probably sub-optimal) build.
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