Lieutenant
Join Date: Nov 2012
Posts: 30
# 201
01-10-2013, 06:33 AM
Quote:
Originally Posted by lordrelentless View Post
So after collecting the 1000 photos I needed to get this ship I take it out for a spin with the best of the best that I have (antiproton cannons, the Maco MKXII set, tricobalt device (antiborg) MK XII Rapid Reload Transphasic Torpedoes MK XI, Neutronium Plating X 3 granting 50% resistance against both kinetic and energy weapon damage, etc etc) I go into a standard STF with my stations set, play like I normally would and I die in the first five seconds without reason. One moment I'm at full health the second I'm down to 3% and I've been hit once. Power distribution dropped. In the same STF I died 8 times with this ship where with the Vesta or even the mirror universe Recon-Science ship I'd maybe die once normally.

This ship is supposed to be on par with the Dreadnaught for the most part according to the website yet it is HORRIBLY underpowered. I thought the Vesta was bad and no where near what they said it was but this ship is utter uter Shista.

I'm not happy right now that they wasted my time and my resources for such a poorly designed "warship". Even the Galor warship lasts longer than this thing and it's hull is 3000 points lower than the Ghet warship.

And now that I've been reading about the kinetic 360 weapon I'm debating quitting this game all over again. The developers are purposefully under powering weapons and ships for supposed game balance which is truly stupid.

that is possibly one of the lamest setups I have encountered. the problem is not with the breen ship, which is a magnificent craft when properly set up, but the problem is in fact your flagrant ignorance at expecting any ship to function properly with that garbage that you equipped on her.
Commander
Join Date: Jun 2012
Posts: 366
# 202
01-10-2013, 06:41 AM
Breen Chel GRETT utter garbage? I think not. It bridges the gap between cruiser and escort. Put beams on it, you're gonna do okay. Put cannons on it, you're gonna do better.

However, the OP isn't equipped for it. Don't blame the ship for the captain's idiocy. When properly equipped, the Breen Chel GRETT can be one hell of a ship.
Captain
Join Date: Jun 2012
Posts: 514
# 203
01-10-2013, 07:11 AM
Currently trying my third build.

Build 1, cannon escort with disruptors, works great.

Build 2, torp boat with quantums, then tried omega, then tried romulan hyper-plasmas. Works great in each way. Not quite as good as build 1, but it's hard to beat a cannon escort. Having good sci slots helps enormously (tachyon beam + tractor beam).

Build 3, drain boat with polarons and actually using dissipator with rom torp fore and omega torp aft for extra lulz, works great. I haven't seen any really good "YOU SIT DOWN NAO" yet, but it's a pretty devastating build. Currently using KHG which makes the torps hit extra hard and also happens to have decent +flow cap. I debate using Jem space set...
Lieutenant
Join Date: Aug 2012
Posts: 42
# 204
01-10-2013, 07:40 AM
Pulled off another post (yes this is my ship layout) Try it and promise you'll change your mind about the breen ship..

Ship name: SUB ZERO
Officer class: Tactical
Weapon preference: Plasma

FORE: 3x Advanced Fleet Plasma Dual Heavy Cannons Mk XII [Dmg]x3 [CrtD] @ 1418DPS (base DPS in system space @ 125 weapon power)

1x Romulan Hyper-Plasma Torpedo Launcher x3 @ 2638 kinetic damage in System space

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~

AFT: x3 Advanced Fleet Plasma Turret Mk XII [Dmg]x3 [CrtD] @ 733DPS (base DPS in system space @ 125 weapon power)

x1 Kinetic Cutting Beam @ 775 DPS (base DPS in system space @ 125 weapon power)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~

~CONSOLES~
DEFLECTOR: M.A.C.O Graviton Deflector Array MkXII
IMPULSE: ADAPTED M.A.C.O Combat Impulse Engine MkXII
SHIELDS: ADAPTED M.A.C.O Covariant Shield Array MkXII
ENGINEERING: Universal Assimilated Module ~~ Zero Point Energy Conduit ~~ EPS Flow Regulator ~~
SCIENCE: x3 Field Generator MkXI
TACTICAL: x4 Plasma Infuser MkXII

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~

~STATS~
HULL: 49,665
SHIELDS PER FACING: 16,601
BONUS DEFENSE: 55%
HULL REPAIR: 146%/min
CREW RECOVERY: 58.8%/min
STEALTH DETECTION RATING: 32.40
POWER TRANSFER RATE: 298% (14.9/sec)
BONUS ACCURACY: 25%
CRIT CHANCE: 5.2%
CRIT SEVERITY: 59.1%

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~

x3 Purple Torp doffs
x1 Evasive maneuvers doff
x1 Tholian 10% damage increase VS borg doff.

BOFF Layout:

ENSIGN UNIVERSAL: Tactical with THY 1
COMMANDER TACTICAL: TT, CSV1, THY3, CRF3
LIEUTENANT TACTICAL: TT, CSV1
LIEUTENANT ENGINEERING: EPTS1, RSP1
LT. COMMANDER SCIENCE: HE1, HE2, TSS3


Again... most amazing free ship to date IMO..
Career Officer
Join Date: Sep 2012
Posts: 170
# 205
01-10-2013, 08:18 AM
I love all my Chel Gretts so far.

So many tactical abilities with 8 weapon slots makes for lot of variety and different weapon load possibilities.

While not my highest DPS ship, i love this versatile build on my Trill Engineer:

Fore : Spiral Wave Disruptor x 2 , Breen Transphasic Cluster Torpedo Launcher, 180 Quantum Torp

Aft : Spiral Wave Disruptor x 2 , Tricobalt Mine , Photon Mine


TT1 , APB 1, TSpread 3, Dispersal Beta 3
FAW, BO2

Best mine spamming ship i ever had while still having some beams to take out a shield facing and good torpedo spread on demand.
Lieutenant
Join Date: Nov 2012
Posts: 30
# 206
01-10-2013, 08:23 AM
dps on that build is sub-par, simply because of the torpedoes

plasma is ONLY worth while with the embassy console in place, and then it still is only equal to other weapons. by the time the torps reach the target it should be dead before then.

the adapted maco shield drops 10% resist all energy and 5% absorb compared to the original maco shield.

xii dhcs with acc/2xcritd and turrets with acc/2xcrith offer far more dps than fleet weapons. fleet weapons are essentially a waste of dilithium before elite fleet.


2 tact teams, 2 atpbs, scatter 3, scatter

2x empts, 1 aux to struct

tss1, he2, grav well

4 polarized disruptor dhcs
4 polarized turrets

omega deflector, engine, maco shield (not adapted)

tackyokinetic console, borg console, rom console
rule 62, isometric, 30% field gen.

4x 30% coils.

2 cannon doffs, 1 hamlet, 1 torosek, and 1 other doff of your choice (i like grav science)
Lieutenant
Join Date: Aug 2012
Posts: 42
# 207
01-10-2013, 08:58 AM
Quote:
Originally Posted by mixiplix777 View Post
dps on that build is sub-par, simply because of the torpedoes

plasma is ONLY worth while with the embassy console in place, and then it still is only equal to other weapons. by the time the torps reach the target it should be dead before then.

the adapted maco shield drops 10% resist all energy and 5% absorb compared to the original maco shield.

xii dhcs with acc/2xcritd and turrets with acc/2xcrith offer far more dps than fleet weapons. fleet weapons are essentially a waste of dilithium before elite fleet.


2 tact teams, 2 atpbs, scatter 3, scatter

2x empts, 1 aux to struct

tss1, he2, grav well

4 polarized disruptor dhcs
4 polarized turrets

omega deflector, engine, maco shield (not adapted)

tackyokinetic console, borg console, rom console
rule 62, isometric, 30% field gen.

4x 30% coils.

2 cannon doffs, 1 hamlet, 1 torosek, and 1 other doff of your choice (i like grav science)
Meh, Its personal preference and I've always felt that higher Base DPS trumps crits in the long run. I'll take consistency over luck any day.

I strictly PVE which hopefully explains my build more.. And 90% of my PVE is STFs

I went with the MACO Deflector for stats.. I went with the Adapted Engine for the added system power and the Adapted shield for the amazing capacity.. 16,601 shield per facing is incredible on a ship like this.. Plus there is the Amazing passive that comes with the 2 piece adapted set. At the end of the day I prefer the Passive from the Adapted set over the superior MACO shield..

And unless im Shooting probes, My plasma Torps have plenty of time to get to whatever im shooting at.. And heres the beauty of it if they don't.. They'll find another target to go run into.. Its great to spam a dozen plasma torps at a Sphere in ISE.. If that sphere pops, Oh well the remaining torps go and find another Sphere to blow up..

Secondly the romulan torp has allowed me to be blow up normal Cubes in KASE quicker and easier then ever. How? Simple.. I get in a decent range.. start shooting the cube and as we all know the cube will fire a THY 3 in the first 5 seconds.. by the time my torps reach the cube they smash into the cubes THY 3 and BAM cubes down to 20% and dead in another 5 seconds.. It means i don't have to screw around and eat a heavy plasma to the face.

IMO the Rom hyper torp is the End all Torp for PVE.. Try to imagine the DPS from the dots of 5 players spamming Rom Torps. Even if the Dots were only 200 per dot ( it's higher) It stacks 5 times per player.. 5 players Equals 5,000 DPS just from the DOTS alone.. I've never watched Cubes, Tact cubes, Gates, Donatra, Any PVE ship die quicker then from a team spamming rom torps..

But I hope that there are plenty of players out there still going on about how much it sucks so Cryptic doesn't get the bright idea and Nerf it..
Commander
Join Date: Nov 2012
Posts: 431
# 208
01-10-2013, 09:31 AM
I gonna be honest, I think there may be something severely wrong with your build. The Chel totally owns PVE compared to many other ships out there. With the default equipment and BOff setup basically copy/pasted from my defiant-R (with some minor changes) this thing owned regular STFs and elite missions. Once I customized the thing and added some -Th consoles it pwnd in Elites with in almost complete *yawn*-press-hotkeys-and-spam-spacebar-steamroll-enemies mode.

I'm just using polarized disruptor XI [acc]x2 DHCs with wide angle Qtorp in front and [Acc]x2 disruptor turrets + kinetic beam aft. Aegis set cuz I'm lazy and don't want to steal the gear off my Defiant-R, 4x disruptor consoles in tac, 1 RCS rare XII, 1x Neutronium rare XI 1x Borg in eng, and 3 Romulan -Th science consoles (1 Hull heal, 1 Shield heal, and 1 plasma proc, all Shield emitter) MK XI.

CMDR Tac: TT1, CSV1, TS3, CRF3
Lt Tac: TT1, APB1
Lt. Eng: EPtS1, Aux2SIF
Lt. Cmdr Sci: Polarize Hull, HE2, TSS3
Ens. Uni: EPtW1

Devices are 1x of the damage resist thing, large weapons batteries, and deuterium surplus.

The triple weapon procs are, frankly, awesome. 11k shields, and TSS3 heals for a crapton with all the +Shield Emitters, 48k hull, the Romulan Procs keep just about everything full unless I'm tanking a gateway in elites.

This thing shreds, and I mean shreds Spheres and Probes (but then, anything shreds Probes). It can tank tac cubes, gateways, and most anything else without much effort (gateways do occasionally pull some crazy 2-hit-kills, but w/e, they do that on almost every ship).

All in all, it rocks. Maybe adjust your setup and try again?
Lt. Commander
Join Date: Jul 2012
Posts: 146
# 209
01-10-2013, 09:56 AM
Quote:
Originally Posted by hereticknight085 View Post
Um... You haven't proven anything. You haven't brought in screenshots of your destruction of breen ships, you haven't brought in any statistics.

Your proof is your word only. Nothing else. And tbh, on the internet, that's not worth much of anything.
This guy is in my fleet(natjam101). He muted me after I told the rest of the fleet to take his information with a 'grain of salt'....

I have never heard such crap info and now we see his contribution to this thread. Evidently he didn't like what he saw and applied the same logic to the rest of ya.

People with strong backbones these days...lol
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,192
# 210
01-10-2013, 10:41 AM
Quote:
Originally Posted by mixiplix777 View Post
dps on that build is sub-par, simply because of the torpedoes

plasma is ONLY worth while with the embassy console in place, and then it still is only equal to other weapons. by the time the torps reach the target it should be dead before then.

the adapted maco shield drops 10% resist all energy and 5% absorb compared to the original maco shield.

xii dhcs with acc/2xcritd and turrets with acc/2xcrith offer far more dps than fleet weapons. fleet weapons are essentially a waste of dilithium before elite fleet.


2 tact teams, 2 atpbs, scatter 3, scatter

2x empts, 1 aux to struct

tss1, he2, grav well

4 polarized disruptor dhcs
4 polarized turrets

omega deflector, engine, maco shield (not adapted)

tackyokinetic console, borg console, rom console
rule 62, isometric, 30% field gen.

4x 30% coils.

2 cannon doffs, 1 hamlet, 1 torosek, and 1 other doff of your choice (i like grav science)
I routinely out-DPS all-cannon builds simply because most of them cannot handle the extra corresponding weapon power-drain. Sure, they have a very good initial burst, but then they quickly gas out and must wait for weapon power to return before they start dealing max DPS again. EPtW usually helps at the cost of putting EPtS on cooldown.

While this next build is primarily cannon-based, it corrects the all-cannon energy issue by replacing 1 DHC and 1 aft turret with a Romulan Hyper-plasma torpedo launcher and Kinetic Cutting Beam:

Ship Gear: Full Borg Space Set
-Weapons-
Fore = 3 Plasma DHC's + 1 Romulan Hyper Plasma Torpedo Launcher
Aft = 3 Plasma Turrets + 1 Kinetic Cutting Beam
Devices = Red Matter Capacitor, Subspace Field Modulator
Consoles: Tachyokinetic Converter, Rule 62 Multipurpose Combat Console, Borg Assimilated Universal Module, Field Generator, Breen Power Dissipator OR Romulan Science Console, Plasma Infuser x4

BOFFS:
Ensign Univ: EPtS1
Commander Tac: TT1, CSV1, HYT3, AP-Beta3
Lt.Tac: TT1, CSV1
Lt.Eng: EPtS1, Aux2SIF1
Lt.CmdrSci: HE1, ST1, GW1

DOFSS: 3 Attack Pattern Conn-doffs, 2 Projectile Weapon Officers (or 2 AP + 3 PWO's... your choice)

The Hyper-plasma torp launcher scores full damage at all ranges and deals 30k per torpedo crit when HYT3 is used. Its burst hits multiple targets pulled together via Gravity Well. It can also be spammed non-stop, and torpedoes will seek new targets if the original target is destroyed first.

The Kinetic Cutting Beam does not do well vs. raised shields, but it does score double listed damage vs. exposed hulls. However, its primary purpose is to proc Omega Weapon Amplifier and combo with the Borg set Tractor Beam. OWA increases weapon subsystem power, reduces all energy weapon drain to a very small amount, and OWA can stack with muliple procs! This allows your weapons maintain high power levels while firing, thereby maximizing energy weapon DPS output.

The full Borg space set gives you the Cutting Beam + Borg Tractor combo, delivering 4k total hull damage per second for 10 seconds, or 40k damage, once shields are breached. The trick is to wait until shields are down before triggering the Borg Tractor.

Last edited by shar487a; 01-10-2013 at 11:35 AM.
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