After 1 year into STO i decided to look into the pvp aspect, but i feel myself rather like a punching bag than a serious opponent.
So i need a little help for building up my ship.
My current setup:
Jem Hadar Attack Ship:
Fore Weapons: 4x Polarized Disruptor Dual Heavy Cannons MK XII [CtrD] [CtrH], 1x Omega Torpedo Launcher MK XII
Deflector: Maco MK XII
Impulse: Maco MK XII
Shields: Maco MK XII
Aft Weapons: 3x Polarized Disruptor Turret MK XII [CtrD] [DMG]
Engineering Consoles: 2x Neutronium Alloy MK XI (Rare), Assimilated Module, 1x Plasma Distribution Manifold MK XII (Very Rare)
Science Consoles: Field Generator MK XI (Rare)
Tactical Consoles: 5x Disruptor Induction Coil MK XI (Rare)
Cmdr. Tactical - TT I, CRF I, APO I, CRF III
Lt. Cmdr. Tactical - TT I, THY II, APB II
Universal I Science - PH I, TSS II
Universal II Science - JS I, HE II
Ensign Engineer - EPtW I
2x Very Rare Conn (Tactical Team)
2x Shield Distribution
1x Space Warfare
I understand wanting to play with the new torp... really though... if your new to pvp go with a basic 4 DHC setup for now... until you are a bit more comfy with the speed of pvp.
Here is what I would do...
DHC are fine... some will tell you to go get accx2 or x 3.... I don't think its needed on your DHC... however your turrets should have at least one acc mod.
I would consider as well putting the cutting beam in place of one turret as you seem to have access to it... and make sure you run the console to enable the 2 piece.
3 Piece maco is doing you zero favors in a pvp escort... I would keep the maco shield... and either run borg engine and deflector to enable the 2 piece hull heal... or 2 pieces of aegis which would give you a Hyper impulse engine and another 10 defense.
This is what I think you should look at running.
4 DHC... 2 Turrets ... 1 KCB
Maco Shields... Borg engine + defelector
Tac Team 1 - Beta 1 - Rapid Fire 2 - Omega 3
Tac Team 1 - Delta 1 - Rapid Fire 2
Hazard 1 - Transfer Shield Strength 2
Emergency Power to Engines 1 - Reverse Shield Polarity
Emergency Power to Shields 1
Idealy 2 Conn Officer (attack pattern doffs)
2 DMG control officers... Blue or Purple
1 Hazard doff
This setup will allow you to keep Emergency power to shields and engines 1 both up 100%... it will give you omega 3 up 50% of the time... with delta or beta up when omega is down. This means you can ALWAYS have a defense boost up... combo that with aegis 2 piece is pretty effective in pvp.
One word of warning... your engine power should always be around 100 if you are speced right... this is going to be fast, it will take some getting used to... but if you can master piloting a build like that... it will make you a much better pvper.
Edit... I know you are saying you want to up your survival rate... so RSP makes the most sense... but if you want to know just how crazy the Bug ship can be vs everyone else speed and turn wise... try aux to dampeners instead of RSP. Zoom zoom.
Dignity and an empty sack is worth the sack.
Last edited by antoniosalieri; 12-13-2012 at 10:21 AM.
Husanak has suggested that DHCs with one ACC mod plus 2 CrtD or CrtH mods are preferable to DHCs with more than one ACC mod.
Ever since I got the rep system crit bonus have been experimenting with [Acc] [CrtH] x2 DHC and [CrtH]x3 DHC and like the results better on both, it does work great providing targeting systems is maxed and you have the accurate trait, also with a Omega or Axion deflector to boost targeting systems more its even better. My expensive [Acc]x3 DHC are gathering dust now. Its even more fun when using borg console and tachyonetic converter with all those crit bonuses too
As many people, as many ideas, lol. I would try all those that were explained, those are all valuable advices without a doubt. Just keep in mind that acc x3 is still going to give you an edge when you dog fight an escort. On my tac fed I have acc x2 crtd. On my tac klink I have acc x3. And the klink can kill more escorts. For fighting escorts (that have by default a better defense), acc x3 is the king.
For start, just go w one acc mod, mainly because the weapons are cheaper and you'll need to get used to really pilot an escort first (which I admit, I still have lots of improvement till I can get close to Husanak or horizon or yoda or other awesome escort pilots). Just remember, escorts are the hardest to pilot, everything moves very fast and you need to adapt to the high speed movement of things around you. So give yourself some time and don't get frustrated if you get killed too often by more experienced pilots. You'll get there, trust me!
I would swap CRF1 for CSV1, due to being flexible. Sometimes a CSV can be the solution to removing mines and pets. I miss science team, and is very useful to have. As for the guns, i miss the acc. modifier. How do you intend to do damage if you cannot hit?
Else it looks good, though i would settle for the traditional phaser or/and disruptor dmg types.
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