Career Officer
Join Date: Sep 2012
Posts: 560
# 41
04-11-2013, 06:43 AM
Quote:
Originally Posted by warmaker001b View Post
It's most unfortunate that in 2409 onwards, a Cruiser class preceding the Galaxy, and even the old Ambassador classes, is superior to these newer ships that were the pride of Starfleet upon their introduction.

I'd say the Excelsior exceeds the Sovereign / Assault Cruisers in this game. An even larger pity because the Sovereigns were the epitome of absolute, cutting edge Starfleet technology and bred for much, much harder combat.

On paper, I'd get my Fed toons on an Excelsior ASAP. But I won't. In my fandom for Star Trek, especially since this game is post TNG/DS9/VOY timeframe, and waaaaayy after Kirk's era, it's unsettling to have the Excelsior being more powerful than the Galaxy and Sovereign classes.

The Galaxy, Sovereign, Galaxy-X, and all their subtypes / refits need a boost.
I wholeheartedly agree that it is silly that the Excelsior is more powerful than newer ships. I also think its criminal how cruisers in general are treated in STO. As warmaker pointed out, the soverign was designed to be a menace to deal with.

That being said, and without hijacking this thread, I was wondering if anybody has ever flown the FLEET TIER 5 Assault Cruiser: Imperial. It can be reskinned to look like the soverign itself. It pretty much has identical stats as the fleet excelsior. Its BOFF layout is like the C-Store Regent and it has a turn rate of 8 as opposed to to the Fleet Excelsior's 7. Not to mention the extra tac console and higher hull! Again, silly that for a ship that so few can obtain because of the fleet system itself that it would be near identical to the Excelsior, but it is designed apparently to be slightly more powerful than the Fleet Excel.

Thoughts?
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Lieutenant
Join Date: Aug 2012
Posts: 67
# 42
04-11-2013, 07:35 PM
Okay, this is what I have worked out with the skill planner when I get the ship and respec:

http://www.stoacademy.com/tools/skil...xcelsiorgood_0

Please note that for some reason, even though I have NOT gone over the space points limit, when I save the build, it comes up saying that I have gone over the points limit and removes a few points. I exchange all points in Engine Performance for Threat Control. Not sure why that happens.

Also, are the weapons I have okay for now? What can I upgrade to? I wanna keep the phaser energy.

Also, I keep seeing ships in PvE do a torpedo attack that fires lines for torpedoes. Is that an ability or a console.
Captain
Join Date: Sep 2012
Posts: 2,559
# 43
04-11-2013, 07:38 PM
Quote:
Originally Posted by omegaher0 View Post
Also, I keep seeing ships in PvE do a torpedo attack that fires lines for torpedoes. Is that an ability or a console.
Romulan Hyper torpedo from the reputation system.
Career Officer
Join Date: Sep 2012
Posts: 560
# 44
04-11-2013, 07:53 PM
Quote:
Originally Posted by omegaher0 View Post
Okay, this is what I have worked out with the skill planner when I get the ship and respec:

http://www.stoacademy.com/tools/skil...xcelsiorgood_0

Please note that for some reason, even though I have NOT gone over the space points limit, when I save the build, it comes up saying that I have gone over the points limit and removes a few points. I exchange all points in Engine Performance for Threat Control. Not sure why that happens.

Also, are the weapons I have okay for now? What can I upgrade to? I wanna keep the phaser energy.

Also, I keep seeing ships in PvE do a torpedo attack that fires lines for torpedoes. Is that an ability or a console.
Hi,

In regards to consoles I'd make the following changes/suggestions:

Engineering: X2 Neutronimum; X1 Subspace Jumper; eventually one of the consoles losted below for Science...
Science: Until you can get the following consoles add your fav one's here. Aim for Borg Assimlated Module; Romulan ZPE and if you can afford too the Tach console (part of the temporal set) from the lobi store.
Tactical: X4 Phaser Relay.

This will give the ship more survivability and bite. Automatically helps with crits and manuverability with the suggested consoles. You should also consider getting the Borg Kinetic Cutting Beam as a rear weapon. Compliments the borg set you have nicely, particularly the tractor beam.

As for Boff powers, really that is player preference overall. There are so many arguments for or against one or the other that frankly, I think you should go with whatever suits your play style most. Hope that this helps.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Lieutenant
Join Date: Aug 2012
Posts: 67
# 45
04-17-2013, 04:14 PM
Quote:
Originally Posted by bugspatteredjack View Post
Hi,

In regards to consoles I'd make the following changes/suggestions:

Engineering: X2 Neutronimum; X1 Subspace Jumper; eventually one of the consoles losted below for Science...
Science: Until you can get the following consoles add your fav one's here. Aim for Borg Assimlated Module; Romulan ZPE and if you can afford too the Tach console (part of the temporal set) from the lobi store.
Tactical: X4 Phaser Relay.

This will give the ship more survivability and bite. Automatically helps with crits and manuverability with the suggested consoles. You should also consider getting the Borg Kinetic Cutting Beam as a rear weapon. Compliments the borg set you have nicely, particularly the tractor beam.

As for Boff powers, really that is player preference overall. There are so many arguments for or against one or the other that frankly, I think you should go with whatever suits your play style most. Hope that this helps.
I'll have to keep an eye out for the Neutronimum and I do have the jumper, which I use in conjunction with Eject Warp Plasma to basically crop dust my enemies with plasma. Also, is the Borg Cutting Beam in the reputation store, because I haven't unlocked it yet. Also, can anyone suggest better PHASERS than what I have (which you can see in the video I posted a few pages ago)? I wanna try upping my dps with my weapons so I can be a more effective tank. I am almost good at my survivability.
Career Officer
Join Date: Sep 2012
Posts: 560
# 46
04-17-2013, 05:01 PM
Quote:
Originally Posted by omegaher0 View Post
I'll have to keep an eye out for the Neutronimum and I do have the jumper, which I use in conjunction with Eject Warp Plasma to basically crop dust my enemies with plasma. Also, is the Borg Cutting Beam in the reputation store, because I haven't unlocked it yet. Also, can anyone suggest better PHASERS than what I have (which you can see in the video I posted a few pages ago)? I wanna try upping my dps with my weapons so I can be a more effective tank. I am almost good at my survivability.
Borg KCB can be found in the rep system. Opens up after you complete the first tier I believe, but cannot recall for certain anymore. Neutronium can be purchased via the dill store. Its blue quality and accessible anytime. As for type of phasers, anything that is XII with ACC is a good bet. If your fleet is high enough they now sell Fleet Phasers at DMG X 2 and ACC X 2. What type is best answered by someone who uses them. I am an antiproton guy myself.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Lieutenant
Join Date: Aug 2012
Posts: 67
# 47
04-18-2013, 07:45 PM
I just looked and it's only unlockable at Tier 2. Looks like a got more grinding to do, as soon as I get the Hyper Romulan Torpedo. I like the ability to cause radiation damage as an added effect. And I'll see if those phaser are available. Where can I find them so I can check?
Career Officer
Join Date: Jun 2012
Posts: 3,439
# 48
04-19-2013, 12:04 PM
There are 2 ppl in my fleet that fly the fleet sovereign and yes you can make the skin a sovereign build.

I've flown the fleet excelsior and the dreadnought. Right now my 2nd tac is in the dreadnought. It's hard to get the lance to hit. There are a few things you need to do. Fly straight and level. Hopefully your target is held. You need the shield facing down then let her rip.

Both the excelsior and the dreadnought are somewhat squishy even with my Aux2batt builds but if Engie heal boats can be overwhelmed then so can tac cruisers.

The galaxy X I have found surprisingly nimble for the worst turning cruiser in th game. I'm using 5 beam arrays, a DBB and 2 transphasic cluster torps. I try to utilize the APA, Tachyokinetic console and Evasive Manuevers to get to where I need to be.

Fleet excelsior is awesome though. Yes i miss the spike of the lance every once in a while but very easily flown for a cruiser.

In the end it's all about which you have more fun in. I recommend trying them both if you have the resources and see which makes you happier.

GL
Career Officer
Join Date: Jul 2012
Posts: 217
# 49
04-29-2013, 07:42 AM
Gah, I totally missed the updates in this thread and thusly am late to reply to Your questions - for which I apologize.

Quote:
Originally Posted by omegaher0 View Post
I liked the skill set up in the Fleet Excelsior build, but could I exchange a few of the ground abilities? I don't use mines and explosives (my kit has turrets and generators, which I like better), so could I switch that for something like more ground threat control or a space ability?
Of course You can switch abilities around to Your preference, the skill setup is a proposal, an idea. Nothing more.
A note on ground kits: do keep two kits on Your char, the Enemy Neutralization MK X (very rare) and the Fabrication Specialist (very rare or get the fleet embassy version as they will offer a better turret and QuickFix in the latter versions). As there ground missions like end of Infected or parts of Cure - where a Turret will unneccessarily draw the aggro of an entire room - I prefer alternating between the two kits. Most of Kithomer and Cure can be done with the Enemy Neutralization kit and helps to speed up things enormously.
Do not get ground Threat Control, though. Seriously.

Quote:
Originally Posted by omegaher0 View Post
Okay, this is what I have worked out with the skill planner when I get the ship and respec:

http://www.stoacademy.com/tools/skil...xcelsiorgood_0
There are a few things I do not like about the build, I'll try to explain why.

Bridge Officer Abilities:
You are using three 'Team' abilities, Engineering (twice) and TacTeam. They do share the same cooldown and You might want to change to only one Engineering Team as two abilities can alternate being active all the time whilst a third will be useless. This makes room for another Emergency Power to Shields I.
TacTeam1 is entirely sufficient - I'd let it switch places with Fire at Will at least. Or I'd use an Attack Pattern like Beta or Omega and scratch the torpedo ability for Fire at Will. Attack Patterns help You survive and increase Your overall damage output.
If You are using Auxiliary to Battery I to increase the energy to the subsystems and the cooldown on BOff abilities through rare/very rare Techicians, it makes sense having two abilities of it. Hence scratch the Extend Shields.
This will also reduce Your Auxiliary Power a lot as most of the time the energy will be spend. You will have less hull heals from Hazard Emitters - but that is what the Miracle Worker (and the Engineering Team) are for. Unless You pop an Auxiliary Battery first. Which is why Auxiliary to Structural Integrity will not do much - as there is no Auxiliary Power left (unless You are using a Battery again). Reverse Shield Polarity - or if You think Your shields are holding up enough, Eject Warp Plasma - might be alternatives.

Equipment:
I personally do not like aft torpedoes but that is just me. They can be nice, especially if You have that torpedo ability. Until You have enough Omega or New Romulus Reputation for the Torpedo launchers there, Quantum or Photon torpedoes will be a better choice.
Neutronium Armour helps as it has Kinetic damage resistance - which is what the nasty torpedoes (and tractor beams) do. Perhaps kick out one of the SIF generators? An RCS console might be something instead of the other SIF - if You have difficulties getting Your torpedoes to bear.
Try exchanging the Science consoles to Field Generators as soon as You can.
Most of Your damage will come from the Phasers - so Phaser Relays of the best quality make sense for Your Tactical consoles. I would NOT mix Torpedo consoles in with them and avoid general energy/torpedo consoles at all cost. Go dedicated consoles and get the particular weapon for it.

Quote:
Also, are the weapons I have okay for now? What can I upgrade to? I wanna keep the phaser energy.
If You go with Phasers, the complete Romulan set will not be that good for You as it does favour Plasma weapons. You do not need to go Plasma, though so yes, You can keep Phasers.
Upgrade to the Kinetic Cutting Beam aft and either the Omega Torpedo OR the Romulan Hyper Plasma Torpedo front instead of the current torpedo. Do not forget about the consoles of either set, the Assimilated Console is good enough alone and can easily go in an Engineering slot.

Quote:
I just looked and it's only unlockable at Tier 2. Looks like a got more grinding to do, as soon as I get the Hyper Romulan Torpedo. I like the ability to cause radiation damage as an added effect. And I'll see if those phaser are available. Where can I find them so I can check?
You can visit Your fleet starbase and head right, there should be an equipment officer. You will need Fleet credits and Dilithium to be able to purchase fleet weaponry and equipment, though. Have a look at the deflectors, shields and engines and the ground weapons while You are there - and do not forget to visit Your fleet embassy on New Romulus sometime, there is a lift to the shuttle hangar near the entrance.
The Romulan Hyper Torpedo does profit most from any Torpedo Skill and DOff - but is very good in PvE even without any skill.
Lieutenant
Join Date: Aug 2012
Posts: 67
# 50
05-13-2013, 04:46 PM
@deianirrah

I actually did change some of my abilities around, but I never really notice that the Team abilities have a shared cooldown until you said something. I'll look at something to change for it. Also, I use Extend shield for helping teammates or npc allies during missions.

Also, are the Fleet Anti-Proton beam arrays the BEST or are there better in the Omega Reputation shop?
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