Career Officer
Join Date: Jun 2012
Posts: 829
# 21
12-30-2012, 01:34 PM
To begin with, i'd say stick to one or two types of weapons. Not four totally different types.
Unless i was running the breen engine/deflector/shield, i wouldn't use the dissipator. You might take one part away, since it is a set to make it work properly, i.e. (don't remember if it needs all three, or just two). Look that one up to make sure.

Other than that, you only got consoles that boosts the torpedos??

And you need tetraburnium plating. What you got there wont stop a guppy from sucking a hole in your hull.

Imo.
Vice Admiral Kerayz of the Federation of Misfits.
Career Officer
Join Date: Jul 2012
Posts: 3,717
# 22
12-30-2012, 01:34 PM
Quote:
Originally Posted by lordrelentless View Post
I'd have to call you a liar here or a cheat then.
I don't think it's actually possible to cheat in STO. There might be a workaround for some things though, and god knows there are enough bugs to work around.

Quote:
Originally Posted by lordrelentless View Post
My complaint isn't necessarily with the fact that it's under powered, it is with the fact that it was misrepresented by the developers as being on par with the other warships in the game, it's not. The developers of the game have consistently overhyped the ships claiming that they can do various things and then undermining those claims by giving less than what they promised. This is the case with the Vesta Pack and is the case with the Dreadnaught, and even the Dreadnaught is better than the Ghet warship but in their online comparison they should be on par with each other.
In one respect they've got to hype up a new release else they'd never get the attention. On the other hand, if the made each new ship as powerful (or moreso) than the last one, each new ship release would make the previous one redundant. They've already done this countless times which, if you ask me, is a bad move.

Games like this shouldn't be "I have the biggest, baddest, most powerful ship going". It should be a collection of ships, all set up roughly the same, though with minor tweaks to each of them allowing for a unique player configuration. The sole reason I don't play PvP is because people go in with all the new flashy expensive toys. It takes the fun out of the experience. I'd rather go and play against a equal player who can win or lose against me because of their setup and style rather than because they've got the best ship.
Commander
Join Date: Jul 2012
Posts: 428
# 23
12-30-2012, 01:45 PM
Quote:
Originally Posted by lordrelentless View Post
Explain your goal: To be affective in game; I've used every type of ship in this game and I've utilized and experimented with each setup I can find and some of my own when it comes to Bridge Officer stations and skills. This particular ship offers very little for the time it took to get.
Fore weapons: Two Dual Beam Antiproton Advanced Fleet, one Anti-borg Antiproton DHC, One Tricobolt Anti-borg Acc X 3 device all MK XII
Aft weapons Two Spiral Disrupters (MK Ini) One Rapid Reload Transphasic Torpedo MK XI, One Breen Transphasic Torpedo Mine launcher (Mk Ini).
Shd M.A.C.O. MK XII
Deflector M.A.C.O. MK XII
Shields M.A.C.O. MK XII
All cons: Three Neutronium MK XII Purple Plating (engineering) 50% reduction to all damage. The Breen Energy Dissipation unit (universal), MK XII Shield Regeneration Setting unit +17% shield regen rate purple (science), two MK XII Emitter Array both +15% to shields. Universal Graviton Emitter (tactical slot), MK XII Transphasic Compressor Blue +29% damage by all transphasic devices. TCB Subspace Infuser MK X (Blue).
Devices: Shield Battery X 20, Polaron Dirupter Sat X 10, Engine Battery X 10
BoFF Ability: Ensing Universal: Engineer; Fire At Will 1, Cmndr Tactical: Tactical Team 1, Beam Fire At will III, Target Engines I, Dispersal Pattern Beta III. Lieutenant Tactical: Beam Overload I, Torpedo Spread II. L. Engineering: Engineering Team 1, Reverse Shield Polarity. Lt Cmndr Science: Polarize Hull I, Siphon Energy I, Feedback Pulse II
And equipped doFFs: Purple Engineer: reduce energy subsystem drain when using directed energy modulation, Blue Damage Control Engineer chance to reduce recharge time for emergency power to subsystem abilities, Blue Tractor Beam Officer (used when I swap to the Borg set), Purple Photonic Studies, Purple Astrometrics Scientist.
Well, there's your problem. Your weapon and Boff power loadout is severely lacking in focus. Seriously, it's all over the place. Either use cannons or beams, either strengthen your shields or your hull. You could, for example use two eng boffs with EPtS for some 100% uptime shield hardening. That's pretty much mandatory nowadays, especially in STFs.
Lt. Commander
Join Date: Jun 2012
Posts: 144
# 24
12-30-2012, 01:45 PM
Quote:
Originally Posted by lordrelentless View Post
BoFF Ability: Ensing Universal: Engineer; Fire At Will 1, Cmndr Tactical: Tactical Team 1, Beam Fire At will III, Target Engines I, Dispersal Pattern Beta III. Lieutenant Tactical: Beam Overload I, Torpedo Spread II. L. Engineering: Engineering Team 1, Reverse Shield Polarity. Lt Cmndr Science: Polarize Hull I, Siphon Energy I, Feedback Pulse II
Suboptimal BOF layout, very offensive, but nearly no shield heals, no hazard emitters and no APO.

Drop beams, get DHCs ... The Fleet Thorkat has only turnrate 10 and I have no problem to use it for PvE.

A better setup for STFs would be something like that:

Lt. Tac.: TT1, CRF1
Com. Tac.: TT1, THY2, APO1, CRF3
Lt. Com. Sci.: HE1, TTS2, [choose one you like]
Lt. Eng: EP2S1, EP2S2
Ens. Eng: ET1

Of course, this can be optimiized by DOFs.

PS: In principle this thing should be flown like a Fleet Thorkat battle cruiser. A little less tanky, but more damage and potential for some sience gimick. Tanking thing should be no problem, I can tank gates and elite cubes in ESTFs in my Thorkat using only MKXI gear ...

Last edited by xiphenon; 12-30-2012 at 01:49 PM.
Rihannsu
Join Date: Jun 2012
Posts: 3,963
# 25
12-30-2012, 01:50 PM
After playing with it for only a very short while, ive found it to be a great ship so far.

House of Cards - Lvl 46 Fed mission
Career Officer
Join Date: Jul 2012
Posts: 3,717
# 26
12-30-2012, 01:51 PM
Quote:
Originally Posted by xiphenon View Post
A better setup for STFs would be something like that:

Lt. Tac.: TT1, CRF1
Com. Tac.: THY1, TT2, APO1, CRF3
Lt. Com. Sci.: HE1, TTS2, [choose one you like]
Lt. Eng: EP2S1, EP2S2
Ens. Eng: ET1
There is little point in having two Tactical Teams in your first slot. You're making one redundant.
Republic Veteran
Join Date: Oct 2012
Posts: 1,986
# 27
12-30-2012, 01:51 PM
Your Boff layout is messy, and you're lacking vital skills for survival like EptS, Aux2SIF, Aux2Bat, TSS, Hazard Emitters... whilst wasting slots with things that you should not be needing, for example:

Mine dispersal, yet you are using no mines (dispersal does not effect the Breen cluster)
Having Beam overload, 2 copies of Faw AND a Beam target (yet you only have a single TT, and no attack patterns)
Polarize Hull

Offensive side, you're all over the place too. Antiproton or Disruptor, choose one, not both because they're all shiny.

Worst yet, you have an engineer to improve DEM, a skill you don't have, and you have a DCE to improve EptX skills, which you also don't have.

This is just scratching the surface. I am not trying to be insulting, but you really need to take time to figure out a good gear layout, boff and doff setup before you go blaming everything on the ship you are using.
Career Officer
Join Date: Jun 2012
Posts: 829
# 28
12-30-2012, 01:58 PM
And so the Mythbusters debunked another myth. The Breen ship is NOT bad.
Vice Admiral Kerayz of the Federation of Misfits.
Survivor of Remus
Join Date: Jun 2012
Posts: 242
# 29
12-30-2012, 02:00 PM
1) your build is running 4 different weapon types which is a gimp. Run all the same maybe one torp just to be safe if you want I recombined the romulan hyper with the torpedo doffs it makes it continue firing non stop. As for energe weapons go for a full DHC build in stf you don't need to turn that much mainly because they don't really move.

2) drop FBP the only heavy energy attack comes from the unimatrix it's not needed switch to something like grav well which holds spwn. Also make sure you keep tac team on cycle it dose make a huge difference. Also it's an stf DEM isn't needed

3) in stfs you don't need a full Maco set run the shield and 2 pt agies which is defence based or for damage run Maco 2 pt omega which is amazingly good. Also if T5 the adaptive set give great torp damage boost.

4) I don't even know where to start on the doffs yours are really jumbled. Try 2 torp officers 1 tac team officer and 2 defence doffs of your choosing. They make your chance of keeping a defence up very high and give a good offensive stance as well.

5) try to fly this ship more like a front loaded cruser it will keep you alive longer. On cubes stay at the 5 k mark on the gates stay below it at 3.1km (gate blind spot)

I hope this helped you out a little.
-"There is no such thing as an I win button!" "Um, Sir. Whats this button that says (I win) for then?"
Captain
Join Date: Nov 2012
Posts: 1,526
# 30
12-30-2012, 02:00 PM
Quote:
Originally Posted by flash525 View Post
There is little point in having two Tactical Teams in your first slot. You're making one redundant.
Nope, 2xTT1, and therefor HY2 is ok. Because with that you only have a 5sec window to redistribute shields manually. The DOFFs are better used for other things.

But the original BOFF/DOFF-Layout was kind of funny. But well, if you never take aggro, I guess even that would be ok^^
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