Empire Veteran
Join Date: Jun 2012
Posts: 1,253
Greetings All,

I was planning on getting the Fleet Defiant untill I saw what it was going to cost me.

I got my Defiant with a token years back and now if I want the fleet version it will cost me 2000 zen to get the 4 modules that I'll need to get a per character ship

I guess it is what it is so I figured that I'd just go on and spend the 2000 zen to unlock the Defiant account wide and add the extra 500 zen to get the one module that I'd need for the fleet version.

Does buying the Sao Paulo also count towards the Fleet version of the Defiant
Commander
Join Date: Nov 2012
Posts: 447
# 2
12-23-2012, 09:01 PM
Got the fleet Defiant myself about a week ago, I am not disappointed. Just like my Defiant-R but just a hair more tanky and a good chunk more DPS. If you can afford the $25, its a nice ship to have. Depending on your playstyle, though, quite a few people seem to recommend the fleet patrol escort instead. If you enjoy flying the Defiant class, I don't think you will be disappointed.

I'd agree that it's probably more worth it to get the account unlock from the C-Store ship and then get the fleet as needed if you intend to fly it on multiple toons.

And of course, even though a lot of people consider the cloak a wasted console slot, you won't get the console on the fleet Defiant, only on the C-Store version, so if the cloak is important, thats the only way to go.

And no, the Sao Paolo does not count for a module discount. You do get the quad phasers I think, but unless you're building an RP ship you probably don't need them.
Lieutenant
Join Date: Dec 2012
Posts: 42
# 3
12-23-2012, 11:56 PM
there is nothing more satisfying as a tac captain in my fleet defiant, to lining up five plus enemy, hitting all my buffs, cannon scatter, then popping out of cloak....and for those five seconds, the damage is the most completely ridiculous thing evAR!!!! with the fleet defiant you are basically getting a slightly tougher ship and another 28ish percent damage due to the fifth tac consol slot. The 15 percent damage for five seconds coming outa cloak is just epic.....
Career Officer
Join Date: Jun 2012
Posts: 317
# 4
12-24-2012, 01:09 AM
Quote:
with the fleet defiant you are basically getting a slightly tougher ship and another 28ish percent damage due to the fifth tac consol slot. ....

This is assuming you are using the previous 4 slots as universal consoles: Five 28% damage consoles does not add up to 5 x 28%, because of diminishing returns; In fact a fifth tac energy damage console might be a waste when you could use one for your quants or trics.
Career Officer
Join Date: Jun 2012
Posts: 238
# 5
12-24-2012, 02:15 AM
Quote:
Originally Posted by pulserazor View Post
This is assuming you are using the previous 4 slots as universal consoles: Five 28% damage consoles does not add up to 5 x 28%, because of diminishing returns; In fact a fifth tac energy damage console might be a waste when you could use one for your quants or trics.
There are no dimishing return on Tactical consoles whatsoever.
It's simply +28% to base damage per console.

Vornek@oberlerchner123 - Join Date: July 2008
Lieutenant
Join Date: Jun 2012
Posts: 51
# 6
12-24-2012, 08:44 AM
5 tactical consoles.

/thread
"We are the Perfect World. Life as you know it is over. We will add your monetary distinctiveness to our own. Your player base will adapt to service us. Resistance is Futile."
Lieutenant
Join Date: Jun 2012
Posts: 39
# 7
12-24-2012, 09:25 AM
Awesome ship.

Don't spend cash on fleet mods, though!! Use EC on the exchange.
Ensign
Join Date: Nov 2012
Posts: 7
# 8
12-25-2012, 09:10 AM
Quote:
Originally Posted by pulserazor View Post
This is assuming you are using the previous 4 slots as universal consoles: Five 28% damage consoles does not add up to 5 x 28%, because of diminishing returns; In fact a fifth tac energy damage console might be a waste when you could use one for your quants or trics.
You'll get more DPS from a 5th weapon energy console. After some testing with a few people from 12th Fleet and Sad Pandas, you get roughly an 7% to 8% overall increase to to damage when checking over the recorded results on my parser. You'll notice the extra damage, that is for sure.

Still not as useful as the bug ship, though.

I don't suggest torpedos on this ship unless you're just doing PvE.
Captain
Join Date: Nov 2012
Posts: 1,166
# 9
12-25-2012, 09:36 AM
Quote:
Originally Posted by jhohndo View Post
You'll get more DPS from a 5th weapon energy console. After some testing with a few people from 12th Fleet and Sad Pandas, you get roughly an 7% to 8% overall increase to to damage when checking over the recorded results on my parser. You'll notice the extra damage, that is for sure.

Still not as useful as the bug ship, though.

I don't suggest torpedos on this ship unless you're just doing PvE.

One -and only one- Front Torp wouldnt be bad. If the projectiles are skilled. Then it can be devastating.
Ensign
Join Date: Nov 2012
Posts: 7
# 10
12-25-2012, 09:56 AM
Quote:
Originally Posted by woodwhity View Post
One -and only one- Front Torp wouldnt be bad. If the projectiles are skilled. Then it can be devastating.
You would be losing a stupid amount of DPS for that one torpedo with no consoles for it. And, while it may not be bad, it wouldn't be good either.

The torpedo would average mostly the same damage you get from a single turret over time (with no abilities, mind you). So, if by chance you did use a torpedo, throw it on the back in place of a turret, where most people who pay attention to the nitty gritty would put it. Takes some skill to use it back there but I assure you, it works.
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