Career Officer
Join Date: Jun 2012
Posts: 4,096
# 11
01-03-2013, 03:19 AM
Can't honestly say I've really seen any being used in-game yet. Have seen one or two at ESD the odd occasion, but certainly haven't seen one in any team I've been on during an STF etc.

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
Captain
Join Date: Jun 2012
Posts: 2,940
# 12
01-03-2013, 04:25 AM
Quote:
Originally Posted by unangbangkay View Post
...or reclassify it as a small craft so we can have a hilariously oversized ship puttering around inside the Vault.
that would make actually most sense to me. there are no shuttle/fighter crafts from the fleet shipyards, but there should be imo. maybe like the delta flyer or vulcan support craft with 3 console slots and 2 (universal) boff slots and the point defense system as a build in power. but just an idea.
Go pro or go home
Lieutenant
Join Date: Jun 2012
Posts: 53
# 13
01-03-2013, 11:37 AM
Sorry all, I was tired and went to sleep. Didn't expect this to be 2 pages already. Wow.

Also, this is just me going to be excited and saying stuff fast, so if I screw up on explaining something or you don't understand, go right ahead and point it out. I'll take my time to answer.

Whoops. My ISE group is actually going! Uh... Back in 20?

Okay, back. Now onto writing up my reply. Boy will this be long.

Quote:
Originally Posted by reginamala78 View Post
Why have dual Cannon Rapid Fires, but only 2 weapon taking advantage? Why the beam arrays? Why 2 Overloads? Why Tac Team at level 2? Why fore and aft torpedoes on an 'escort'? Why 4 EPS Regulators and no armor?

Is this a theme build or specific tactical intent?

I am puzzled by this arrangement.
It was a goofy build that seems to work really well. It was meant to just attack with any means necessary at all times possible. So a cannon that can hit all the time (hence the turret in front), a torpedo on both front and back in case they get behind you with moderate chance of repeated fires of them (projectile officer), and 360 degrees for beam overload, even if you lose out on 2000 if the beam array takes it.

For attacking you cycle BO1/HY3/CRF2 to BO1/HY2/CRF3 and back again. The damage output I find is on par with anything else, especially when you get the shields down. The EPS Flow Regulators (+EPS Systems in skills) allow for nearly 23 energy or better per second to be restored, so you'll get your weapon power right back after using a BO, so it won't affect your damage output that greatly on CRFs. By the time the torpedos get there, you'll have the shields down and hitting hull directly. Hence, you can just continually use it.

I wish Cryptic would fix EPS flow regulators. I should not need to stack 4 of them so that they actually make a difference on how much damage I'm causing. Maybe 2, but not 4. But oh well, what can you do?

As for why a turret in front, this is to allow usage of CRF at all times. So if you get past someone, you don't need to hold onto it. Same with why there's a beam array in the back, so that beam overload can still be used. Its also because this ship isn't really meant to be "keep everything in front". The shields aren't the strongest, and so you'll be trying to keep them off to the side, while you do some shield distribution to bring over the 426 regen per 6 seconds from each side back to the front. Hence also why no armor. The point is to keep firing at all costs.

You could swap it out with a cannon, but I like to make sure that I can still hit something if I get around it.

3 different hull heals since you don't have hull as well. The shields aren't the greatest (even with 6 in Shield Systems), keep the hull alive and do the best you can with the shields. I'd probably recommend flying with the Aegis set as to boost the shield systems. Maybe the Fleet Elite gear if you've got the credits and dil, but I don't think my fleet has that store open yet. Or if they do, I don't have enough dil. Probably the later. I never seem to have enough dil; stupid sinks.

You've got the projectile doffs so that you can have a shot at tossing out a torpedo every second. As one doff will reduce your torpedo recharge time to 1 second. It works on BOTH torpedos, making it a lot of fun when you get it to proc four times and toss out HY3 so you've got 8 torpedos coming and watch things blow up really good.

Quote:
Originally Posted by oldkirkfan View Post
I would change a Rapid fire to Fire At Will. This would give you two (Multiple Target) options. Scatter Volley And FaW.

I would also drop 1 Photon Detonation Assembly for another Phaser Relay.

But... That's just me.

I've been toying with the idea of getting an Aquarius. Please post your results on it's handling.
To do a hit everyone, you can do BO or FAW/TS/CSV instead. I haven't tested this yet, but I'm assured it would do good, since the other one does.

The reason I split the tactical consoles in half is so that when my torpedos do hit, they'll still do reasonable damage through bleedthrough. But that's just me. You could swap it out with another phaser relay. That's just fine.

The Aquarius has with 6 Integrity 35k in hull and 7k in shields with 6 in Shield Systems. Its a brittle ship, but it just makes you need to pay more attention than ever to what's going on. It keeps things tense and fun while you blow things up. If you don't pay attention, you die. But if you use Aux every 15 seconds, EPTS every 30, use Polarize Hull or Hazard Emitters every 15 seconds into your last EPTS usage, you can keep yourself alive against a whole fleet of baddies.

I daresay that it probably has a better inertia rating than the Defiant. Not by much, but just enough if you've flown it, you'll notice.

Quote:
Originally Posted by f2pdrakron View Post
When even using the Failquarius?
*shrugs* I would more say its the Captain than the skills that makes it a Failquarius than the person driving it. As I say in the above, you need to constantly pay attention to what's going on, keep the hull up and you'll do fine. The only time I've died is by failing to do exactly what I've said in the above.

Quote:
Originally Posted by baudl View Post
this abomination will take you straight to sto'vo'kor, and probably not even there, since no battle will be glorious in this garbage hauler!

get a new ship...a real escort for that matter, and read some guides concerning skills, boffs, weapons. And use stoacademy for building ships and skilltree
I don't see how the Aquarius is an abomination. It just takes practice to use it effectively. Are there better options out there? I'm know and have flown them.

Are they as fun? Nope.

It is a real escort. I did read some guides concerning skills, boffs, doffs and weapons. Did you know Sensors boosts your Fire On My Mark skill? I didn't till I looked it up. I trained it up for that reason as I want to make sure that I could boost any skills that I would be using effectively.

Why am I using Tactical Team 2 instead of Beam Overload 2? I could hit for that 700% instead of 600% boost with a single Beam Overload 2. Or I could use Tactical Team 2 which boosts all overall damage by 24 instead of Tactical Team 1 which boosts all overall damage by 18.

Thereby, increasing all the overall damage I do for 10 seconds. So those torpedos I let loose via High Yield, the Beam Overload itself, and the Cannons via Rapid Fire all increase in overall strength for a period of time, instead of a single one time shot skill.

Quote:
Originally Posted by reginamala78 View Post
Well if he already bought the thing (and its not cheap) and wants to try something different, more power to him. I'd just like to see different done well, thats all.
If you want it done well, here:

Fore: Antiproton DHCs x3, Quantum Torpedo
Aft: Antiproton Turret, Quantum Torpedo
E-Consoles: Neutronium Alloy x4
S-Consoles: Field Generator x2
T-Consoles: Antiproton x4

Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Attack Pattern Omega/Attack Pattern Omega 3
Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Whatever You Decide Not To Use In 1st
Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
Uni: Polarize Hull/Hazard Emitters
Uni: Emergency Power To Shields

OR

Fore: Antiproton DHCs x3, Antiproton Dual Bank
Aft: Antiproton Turret, Antiproton Beam Array
E-Consoles: Neutronium Alloy x4
S-Consoles: Field Generator x2
T-Consoles: Antiproton x4

Tac: Fire At Will or Beam Overload or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Attack Pattern Omega/Attack Pattern Omega 3
Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Whatever You Decide Not To Use In 1st
Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
Uni: Polarize Hull/Hazard Emitters
Uni: Emergency Power To Shields
Rihannsu
Join Date: Jul 2012
Posts: 3,376
# 14
01-03-2013, 12:28 PM
Quote:
Originally Posted by forthegamer View Post
*shrugs* I would more say its the Captain than the skills that makes it a Failquarius than the person driving it. As I say in the above, you need to constantly pay attention to what's going on, keep the hull up and you'll do fine. The only time I've died is by failing to do exactly what I've said in the above.
No, what makes it a Failaquarius is that its a ship that Cryptic rushed it out without any actual thought.

Its a Bird-of-Prey in shield modifier, hull and weapons but that is having the drawbacks without the reason it have those drawbacks, its does not have a all Universal station layout, it does not have 20's turn rate and it does not have cloak.

All the drawbacks with no strengths, having 2 universal stations is clearly not enough to justify the fact its a crippled were its only niche was pre-Steamrunner but after the Steamrunner? Its just inferior to every single ship.

Even the Intrepid that was made obsolete with the Vesta still have worth at Fleet level but the Aquarius is a failure because if you want a Science Escort, you take M/VAE and if you want a Tactical Escort you take a Defiant-R and if you want a Eng Heavy Escort you take the Steamrunner, heck if you want a Carrier Escort you even that.

In fact, lets look at base stats of the Aquarius and the Tactical Escort ...

Tactical Escort

Hull: 25,000
Shield Modifier: 0.9
Weapons: 4/2
Device Slots: 2
Turn Rate: 17
Impulse Modifier: 0.20
Inertia rating: 70

Aquarius

Hull: 24,000
Shield Modifier: 0.66
Weapons: 4/2
Device Slots: 2
Turn Rate: 17
Impulse Modifier: 0.15
Inertia rating: 80

Conclusion, its worst that the Captain level escort were the only thing were it might held a advantage is inertia but that is negated by the weaker impulse.

This have nothing to do with "Captain skills" because that is irrelevant as you are not comparing players, you are comparing ships and the Aquarius is simply a non-option outside being a novelty, certainly not worth the 4 modules that it cost.
Lieutenant
Join Date: Jun 2012
Posts: 42
# 15
01-03-2013, 04:44 PM
The Aquarius needs something tho. For as small as it is, it should be the highest turn and fastest speed available to the Fed.

Or give it something like an attack/def modes via built in skill.

Attack mode would be relatively the same as it is now but with a small buff to overall damage.

Def mode could be along the lines of making the Aquarius significantly faster (similar to evasive maneuver) when in this mode, small buff to the defense, but can only fire torps from within this mode. Defense mode would retract the nacelles as well.


It would make this ship rather unique, potential worth using as a true hit and run ship for the feds, without invading territory of battle cloak that BoPs enjoy.
Captain
Join Date: Jun 2012
Posts: 2,940
# 16
01-04-2013, 04:42 AM
Quote:
Originally Posted by forthegamer View Post

I don't see how the Aquarius is an abomination. It just takes practice to use it effectively. Are there better options out there? I'm know and have flown them.

Are they as fun? Nope.

It is a real escort. I did read some guides concerning skills, boffs, doffs and weapons. Did you know Sensors boosts your Fire On My Mark skill? I didn't till I looked it up. I trained it up for that reason as I want to make sure that I could boost any skills that I would be using effectively.

Why am I using Tactical Team 2 instead of Beam Overload 2? I could hit for that 700% instead of 600% boost with a single Beam Overload 2. Or I could use Tactical Team 2 which boosts all overall damage by 24 instead of Tactical Team 1 which boosts all overall damage by 18.

Thereby, increasing all the overall damage I do for 10 seconds. So those torpedos I let loose via High Yield, the Beam Overload itself, and the Cannons via Rapid Fire all increase in overall strength for a period of time, instead of a single one time shot skill.


If you want it done well, here:

Fore: Antiproton DHCs x3, Quantum Torpedo
Aft: Antiproton Turret, Quantum Torpedo
E-Consoles: Neutronium Alloy x4
S-Consoles: Field Generator x2
T-Consoles: Antiproton x4

Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Attack Pattern Omega/Attack Pattern Omega 3
Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Whatever You Decide Not To Use In 1st
Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
Uni: Polarize Hull/Hazard Emitters
Uni: Emergency Power To Shields

OR

Fore: Antiproton DHCs x3, Antiproton Dual Bank
Aft: Antiproton Turret, Antiproton Beam Array
E-Consoles: Neutronium Alloy x4
S-Consoles: Field Generator x2
T-Consoles: Antiproton x4

Tac: Fire At Will or Beam Overload or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Attack Pattern Omega/Attack Pattern Omega 3
Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Whatever You Decide Not To Use In 1st
Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
Uni: Polarize Hull/Hazard Emitters
Uni: Emergency Power To Shields
ok, so much wrong information you collected...incredible!

i wasn't refering to the aquarius to be an abomination...it was the build! horrible in every detail.
If it is a real escort...it is the weakest of them all, period.
basically a BoP with limited universal boffs, less turnrate, and no battle cloak.

sensors boost fire on my mark...but not the resistance debuff, only the decloaking ability just read closely! Not the whole ability is affected.
if you took tactical team 2 to increases your dmg, why not simply use AP beta 1, in the ltd slot...boosts all dmg on target much much more than TT2. and your attack pattern skillpoints wouldn't be useless.
You generally use TT1, because there is no other weapon boost in the ensign slot and it redistributes your shields...thats why TT2 is basically not needed, the slot can be filled with more usefull abilitys, much more usefull. In no serious guide you will ever find TT2 to be used.

no need for a aft torpedo on escorts...a mine maybe, but never a torp launcher, you use it far too little to get anywhere close to the dmg of a turret in the same spot. Same thing for the aft beam array, you allways want your beam overload done with the DBB.

apparently you read the wrong guides, or you drew the wrong conclusions...i mean the fire on my mark and sensors skill thing, told me everything...you did read: "sensors boost fire on my mark" and stopped reading there.

now you propose 4x neutronium? pretty sure that 2 of those 4 are completely wasted console slots.
srsly everythig in that post suggests you have no clue of a good build... mediocre at best (refering to the new ones).
where are the borg and romulan consoles? they are a must have...
Go pro or go home
Career Officer
Join Date: Jun 2012
Posts: 4,096
# 17
01-04-2013, 05:05 AM
Would it make a good torpedo boat?

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
Captain
Join Date: Jul 2012
Posts: 777
# 18
01-04-2013, 05:29 AM
Quote:
Originally Posted by reyan01 View Post
Would it make a good torpedo boat?
No and why should it? It has neither the ablative armor nor the enhanced battle cloak to compensate the lack of energy weapons.

However, if I had a federation character I would certainly try to get an Aquarius and outfit it with only dual heavy cannons/turrets, run attack pattern beta and omega, cycle two copies of rapid fire and call it the 'U.S.S. Challenge accepted'.
Rihannsu
Join Date: Jul 2012
Posts: 3,376
# 19
01-04-2013, 08:49 PM
Yes, the Defiant would make a better one at Fleet Level because you can boost damage by having 5 Tactical consoles and the Defiant can cloak.

The only niche it had was running copies of EptS and EptW with 2 Eng Lt. stations like the Bug but it would be not as good as the Bug, with the Steamrunner doing the same and with better stats and having no requirements beyond having to buy it on Steam it made the Aquarius obsolete.

Another example of not thinking by who ever put the stats on the Aquarius is that it used to have Turn rate 15, it was boosted that makes one wonder who the hell designed this and what he was thinking.

In order to be the useful it needs for Cryptic to make up their mind about it, they call it a destroyer but it have no destroyer stats, it have Bird-of-Prey stats so its a fast attack ship (and all points to that) it needs its turn rate to be pushed up to Bird-of-Prey level and have a better impulse modifier as well, not being "slightly less harder to move that a Defiant but weaker to move".

In fact the Hoh'SuS is better that the Failquarius, the difference in hull strength is not that significant considering the shield modifiers (Failquarius is lower for some strange reason), not to say the Hoh'SuS have a battlecloak and a all universal layout.

Last edited by f2pdrakron; 01-04-2013 at 08:54 PM.
Career Officer
Join Date: Jun 2012
Posts: 2,828
# 20
01-04-2013, 09:47 PM
I like the idea.

I have to be honest though... when I first quickly read the thread title, I thought...

Why would I want a destroyer starship with an Aquarium in it?

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