Lt. Commander
Join Date: Jun 2012
Posts: 245
# 181
03-25-2013, 12:10 PM
In regard to deflectors, the MK XII MACO gives a good defensive bonus. If you don't have that, I would recommend a MK XII Positron [SIF] [Shds] and/or[EM] The first two give you immediate bonuses to your shield cap and hull strength which you can see if you look at your ship stats while in system space.

See stats below. FOr further clarification
SIF - directly improves your hull strength
Shds - directly improves your shield cap
Em - improves the regen rate of your shield regen abilities. (EP2S, Rotate shield freq, science team,

My ship with no deflector
44,851 Hull
9,973 shields
169.25% power transfer rate
Starship Shield Emitters - 99
Starship Shield System - 99
Graviton Generators - 23
Inertial Dampeners?

My Ship with Positron MK XII [SIF] [Shds]
47,956 Hull
10,511 shields
169.25% power transfer rate
Starship Shield Emitters - 117
Starship Shield System - 125
Graviton Generators - 23
Inertial Dampeners?

My Ship with MACO MK XII Deflector

47,596 Hull
10,332 shields
178% power transfer rate
Starship Shield Emitters - 117
Starship Shield System - 117
Graviton Generators - 40
Inertial Dampeners - ?+17.5
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 182
03-27-2013, 09:38 AM
STO Academy has done an awesome job with their SKill Planner

It now includes all facets of the characters setup from skill p[oints, to reputation bonuses, to ground/space boff layouts, ground setup, space setup. I have updated my build linked in the original post to include these changes.

I have included to the original post, a grounhd and space build for people just reaching VA and starting with STF. This doesn't include the reputation gear. All of the equipment can be gotten from missions or via the exchange inexpensively. This will allow people to start STF's with a build that will keep them alive until they get their MACO/assimilated gear.

Last edited by xgorillapx; 03-27-2013 at 10:29 AM.
Ensign
Join Date: Oct 2012
Posts: 11
# 183
03-28-2013, 06:16 AM
A quick question, does anyone know what weapon type it is that the gates use on STFs that cut right through my shields and hull, I don't even quite know what is happening but suddenly my shield will go down and my hull just gets eaten up by some beam or similar leaving me to either run away or get destroyed pretty quickly.

It doesn't happen that often as I try to stay away from gates when on my own or fire from long range, but when it does it really throws me off.

Quote:
Originally Posted by robdmc View Post
Okie dokie, so seeing as I haven't put the time into getting high end plasma weapons it might be worth just getting the Romulan weapons. I played a bit before the season 7 update, my god does everything cost a lot of dilithium now, lol.

Quote:
Originally Posted by xgorillapx View Post
STO Academy has done an awesome job with their SKill Planner

It now includes all facets of the characters setup from skill p[oints, to reputation bonuses, to ground/space boff layouts, ground setup, space setup. I have updated my build linked in the original post to include these changes.

I have included to the original post, a grounhd and space build for people just reaching VA and starting with STF. This doesn't include the reputation gear. All of the equipment can be gotten from missions or via the exchange inexpensively. This will allow people to start STF's with a build that will keep them alive until they get their MACO/assimilated gear.
A good idea, but for some reason that build isn't loading for me at all, your original one works fine but this new one just gets stuck on the "loading" bit on my pc or phone and never actually loads anything.

Last edited by corrisd; 03-28-2013 at 06:22 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 184
03-28-2013, 09:01 AM
Because it's the gate it may be something other than plasma which is their standard weapon and used 99% of the time.

I believe the cube's use an antiproton cannon and it could possibly be one of those? They tend to be amped up quite a bit as well.
Next time, try to pay attention to the damage info on your screen and it will tell you what energy type it is.

You do have an option here.
In the past, I have recommended Monotanium/electroceramic combo for +35plasma/+35 kinetic resistance (for MK XI Rare) because they are extremely cheap.

However, It is preferred to go with two neutronium consoles (which when combined will give 35 resistance to ALL energy types and 35 kinetic resistance. This can also be used against all enemies rather than having to switch out your consoles based on who you're fighting.

This should help, if you find it to be a big issue.

I also see what you're saying with the loading issue. I just checked and it was doing it to me too. I left it up for troubleshooting purpopses for the stoacademy guys, but I just uploaded my file copy and renamed it and I can connect to it just fine again.

http://www.stoacademy.com/tools/skil...scortstf2_2596

Last edited by xgorillapx; 03-28-2013 at 09:16 AM.
Ensign
Join Date: Oct 2012
Posts: 11
# 185
03-28-2013, 04:30 PM
Quote:
Originally Posted by xgorillapx View Post
Because it's the gate it may be something other than plasma which is their standard weapon and used 99% of the time.

I believe the cube's use an antiproton cannon and it could possibly be one of those? They tend to be amped up quite a bit as well.
Next time, try to pay attention to the damage info on your screen and it will tell you what energy type it is.

You do have an option here.
In the past, I have recommended Monotanium/electroceramic combo for +35plasma/+35 kinetic resistance (for MK XI Rare) because they are extremely cheap.

However, It is preferred to go with two neutronium consoles (which when combined will give 35 resistance to ALL energy types and 35 kinetic resistance. This can also be used against all enemies rather than having to switch out your consoles based on who you're fighting.

This should help, if you find it to be a big issue.

I also see what you're saying with the loading issue. I just checked and it was doing it to me too. I left it up for troubleshooting purpopses for the stoacademy guys, but I just uploaded my file copy and renamed it and I can connect to it just fine again.

http://www.stoacademy.com/tools/skil...scortstf2_2596
Yup, its working again.

And I jumped into an elite STF to find out and went near a gate, it was a Plasma torpedo after all but again I didn't see it coming so I don't know if it my computer being an ass and not showing it for some reason or it is blind-siding me. The combat log was a pain to go through mid battle as it kept moving, but this is what it displayed:

[5:08] [Combat (Self)] Gateway's Plasma Torpedo dealt 3598 (11300) Shield Damage to you.
[5:08] [Combat (Self)] Gateway deals 31840 (70431) Kinect Damage(Critical) to you with Plasma Torpedo.

That's what I managed to get before it jumped up and then I blew up, seems I must just be missing where these torpedoes are coming from as it really only happens when I get too close, but that 31840 damage coming straight after my shields go knocks most of my hull out which in my Mirror Patrol Escort is around 41k iirc.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 186
03-29-2013, 09:12 AM
OK yeah, I thought you might have been referring to the cannons it fires that cut through your shields whenever you pass by it during infected.

The invisible torpedo of doom has been an ongoing issue. There have been numerous theories as to what causes this damage.

1 - The Borg have developed a cloaked High Yield 5 plasma/tricobalt hybrid torpedo.

2 - The Borg use transporter technology when a shield is down to transport said plasma/ tricobalt hybrid inside your warp core containment field...and detonate it.

3 - The have a borg drone that only has legs and a plasma/tricobalt device that is transported to your bridge, After taking the time to moon everyone, he detonates himself.

4 - LaQutus gave the Borg the secret masterkey self-destruct codes for all federation ships.

Last edited by xgorillapx; 04-02-2013 at 11:36 AM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,321
# 187
04-01-2013, 07:46 PM
@xgorillapx
I just noticed to sent me a message in the Perfect world side of things and I have replied.
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 188
04-02-2013, 11:34 AM
I haven't received it. I have 0 private messages. Just send me an in-game message @gorilla-p
Ensign
Join Date: Dec 2012
Posts: 2
# 189
04-03-2013, 10:10 PM
What about with the new Andorian Escorts?
4 DHC, 1 Torp up front (or 3x DHC, 1 Omega Torp, 1 Hyper-Plasma Torp)
1 Turret, 1 Borg Cutting Beam

I know the Console layout isn't ideal, but the Kumari has 5x Tactical Consoles... wouldn't this give a significant damage boost?


Either way, using either the Fleet Patrol Escort, Kumari Andorian Escort, Armitage (non-Fleet), or anything else available with only a Tier 3 Starbase, (and No Red-Matter Capacitor) what would your *IDEAL* setup be? I have full Tier-5 Omega Rep, nearly Tier-5 Romulan, Tier 3 Starbase (sigh), and want a good template to shoot for. (PvE Only)

My thoughts, using a Kumari would be:
http://skillplanner.stoacademy.com/?build=tynien2_0

(Note: I haven't done Ground Gear, and the Planner won't let me select an Ensign Skill for the Lt. Tactical Station, but it would be another Tactical Team 1; and I can't decide on another Device yet).

Please, any thoughts, comments, suggestions (constructive, please) would be appreciated. I am trying to map out what I will be working on collecting, and yes I am aiming for a lot of expensive gear.

Last edited by tynien; 04-03-2013 at 11:08 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,321
# 190
04-04-2013, 01:53 PM
@tynien

I cannot tell you what is ideal. All we can do is advise based on best practice. Even though I don't like telling what to do I can tell you what I have done and what works best for myself and playstyle. I do that when I show people one of my builds and I explain why I choose one thing over another and how it interacts with another aspect of my ship. All those ships you mentioned are good ships, they just don't match my playstyle.

Example: In the device slots you mentioned no red matter capacitor. Since you can only have 2 device slots and most of them are batteries, Have you looked at which subsystems you need to boost. For myself I like engine batteries and use it with evasive maneuvers to get away from exploding cubes. I also do the same thing to get to the next mob if I'm still buffed and still in red alert. Since I use a lot of Aux abilities like Hazard emitters, transfer shield strength and Aux to sif I may want and aux battery over a shield battery since I use Emergency power to shields.

If you use emergency power to engines and Aux to dampners then you might want a shield battery.

xgorillapx has a guide at the beginning of this thread that you might want to look that (he keeps it up to date). this will help you with principles of building an escort. Which escort you use does not matter if you follows the basics like keep the same energy type.

It all takes a lot of time and a lot of trial and error and a lot of gear. if you are looking at a specific aspect I will try to answer but for a whole build it is up to you.

I look at this I do have a couple of questions.

1) you have 2 borg consoles listed. can you clarify. (Was one suppose to be a zero point with 5 infusers in the tac slots?

2) Which doffs are you using?

3) Do you have access to embassy gear?

On the plus side your ship does look good

Last edited by robdmc; 04-04-2013 at 02:04 PM.
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