Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-18-2010, 11:42 AM
Quote:
Originally Posted by Mojokujo
I found that in T1, high yield torpedo, eng team 1, and hazard emmiters was a must.

Also I have seen a 1:1 ratio in wins to loss when leading. 80% of the time my group was rarely following orders compared to 25% of the time on LSD side. Cloak may be the reason.
I'm going back and forth between HY and torp spread. spread has a tremendous chance to do a great deal more damage in a close fight with multiple targets, but it's somewhat more situational than hy.

one of the big probs with the space powers is they AE target current enemy position but take time to go off, which means you get an AE where the enemy -was-, which makes it hard to really use well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-18-2010, 11:45 AM
Quote:
Originally Posted by Meat_Machine

need to figure out doctrine for 'sub hunting' kdf who remain cloaked and refuse to attack.


more to come
Allied tactics in WWII was to have a pinger/listener and a run & gunner. The Pinger(science ship) would ping his heart out and relay target location to the run & gunner(tactical) who'd smash around at higher speeds saturating the area with depth charges.


Im not sureif its possible, but non-science vessels might be able to target the science ship's target. If the science ship can get a lock on the cloaked ship, the others might still be able to engage via the target link.

Either way, the pinger is looking for contacts and sending tactical ships out to flush them out.

I suspect that chaged particle burst, sensor scans and other skills that might only be after T1 would improve the ability.

One might find that science/escort hyrid vessels are best. They can run in small packs with a pinger and the others targeting his target. Once a contact is made, they all fan out to the area and sensor scan, charged partlcie burst, etc to pull him out. ractor beams might be able to dra a targetd claoked vessl out...or at least hol dit in place and foce a decloak.

Im not certain if that'll work, but its a start. Either way, multiple groups of 2-3 will be required. The hunter-killer group would be able to handle individual vessels, especially BoPs...but a tactical group needs to be on hand to high impulse in for larger or multiple prey.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-18-2010, 11:57 AM
Quote:
Originally Posted by Meat_Machine

Alien Engineer
Traits:
Efficient
Warp Theorist
Perceptive
Telepathic
Acute Senses
But this is 5 traits, and can only take 4 with Alien.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-18-2010, 12:04 PM
Quote:
Originally Posted by Monthar
But this is 5 traits, and can only take 4 with Alien.
Astrophysicist, Efficient, Techie, Warp Theorist
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-18-2010, 12:28 PM
Interesting project, although I have a lot of questions about it.

Why engineer instead of science or tactical captain? As you want to go cannon I would think think attack pattern alpha is a better T1 ability.

Why do you put points in science team leader skill when you don't use science team and instead use engineering team?

Sensor modules and sensor focused arrays when your science power is hazard emitter? I don't think you're going to be impressed with the results of +sensor skills at that level without even being a science officer. Granted I have certainly not tested it myself, but I can't imagine you will get a useful detection radius out of one console and your deflector. And switching power without an EPS module takes forever, which I think will shoot you in the foot too. I think you'd be better off as a science captain if you want to do T1 cloak detection. I'd focus on buffing hazard emitters.

Heavy cannons, really? I think you're asking for trouble here. A good BOP pilot can already run circles around you, and when they find out you only have a 45-90 degree arc of danger to them, then they can exploit it easily, if they know what they are doing. Certainly it has some DPS advantages, but I have to say I found the standard loadout works just fine if you can work on wiggling the ship between broadsiding and bringing the torpedo into range every few seconds. Or possibly go with three arrays, an EPS module and tactical team.

Your shields you mention Paratrinic, but those are only available as a reward for the Guardian of forever chain, which you can't get in T1.

I'm also a little unsure about your lack of shield heals, especially since you want to focus on forward firepower. Rotate shield frequencies isn't a good heal, though it is good mitigation. EPTS 1 is probably a better idea, but if two hull heals works, go for it. I just think you're torpedo fodder, even with the mitigation from those two skills, though I can appreciate that you're very useful to your team too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-18-2010, 12:29 PM
Mines. As always, the secret is.... mines.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-18-2010, 12:33 PM
Quote:
Originally Posted by mrlee95 View Post
The gamestop preorder Connie ship has 2 engie slots

No, it has two engineering console slots. only one Engineer. Would be bad arsed Tier 1 ship if it had two, though.

Quote:
Originally Posted by Meat_Machine
Doesn't that ship have an improved turnrate too?
Nope. Same as Miranda. Does have higher hull rating, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-18-2010, 12:45 PM
Quote:
Originally Posted by Foxrocks
Interesting project, although I have a lot of questions about it.
Excellent.

Quote:

Why engineer instead of science or tactical captain? As you want to go cannon I would think think attack pattern alpha is a better T1 ability.
Survivability, EPS flow. EPS flow is less situational than probe, rotate shield freq has a big dam resist.

This build is eventually headed towards "outrider" - running ahead of the team and scanning for kdf. It has to be survivable enough to find the enemy and survive that contact.

Quote:


Why do you put points in science team leader skill when you don't use science team and instead use engineering team?
If you don't put points into ground skills, and leave skills at 7, you end up with an abundance. I put points into sci team because I swap in a science team guy for shield heals when not in combat.

I don't rely on shield heals because I want to leverage the biggest advantage I have, which is 50% more hull, and I want damage resists.

Quote:

Sensor modules and sensor focused arrays when your science power is hazard emitter? I don't think you're going to be impressed with the results of +sensor skills at that level without even being a science officer. Granted I have certainly not tested it myself, but I can't imagine you will get a useful detection radius out of one console and your deflector. And switching power without an EPS module takes forever, which I think will shoot you in the foot too. I think you'd be better off as a science captain if you want to do T1 cloak detection. I'd focus on buffing hazard emitters.
Switching powers does take longer without an EPS module, however if I am dead - switching powers doesn't matter. I'd rather have to factor the power change time and have the ability to bring my weapons to bear.

+Sensors because any detection puts me where I want to be. I don't have to detect someone at great distances, I just have to detect them before they intend me to.

If you want to try this with a science captain, go ahead. I have my reasons however.

Quote:

Heavy cannons, really? I think you're asking for trouble here. A good BOP pilot can already run circles around you, and when they find out you only have a 45-90 degree arc of danger to them, then they can exploit it easily, if they know what they are doing. Certainly it has some DPS advantages, but I have to say I found the standard loadout works just fine if you can work on wiggling the ship between broadsiding and bringing the torpedo into range every few seconds. Or possibly go with three arrays, an EPS module and tactical team.

The trick then, is to make sure the fight doesn't happen at less than 2km. Further out, you have time to maneuver.

My rear weapon is a turret, which does basically phaser damage but 360 - so my dps in every quadrant BUT the dual phase overlap is the same as a ship with 2 banks, and my dps in the frontal arc is brutal.

My build allows me to destroy runners, and takee a huge unexpected bite out of people. I really throw KDF off their game when my opening shots tear their shields away. They are used to having time, and initiative and I eliminate that with dps.

Yes, I have positional issues - but that's up to me to predict the flow of battle to overcome.

Quote:


Your shields you mention Paratrinic, but those are only available as a reward for the Guardian of forever chain, which you can't get in T1.

I'm also a little unsure about your lack of shield heals, especially since you want to focus on forward firepower. Rotate shield frequencies isn't a good heal, though it is good mitigation. EPTS 1 is probably a better idea, but if two hull heals works, go for it. I just think you're torpedo fodder, even with the mitigation from those two skills, though I can appreciate that you're very useful to your team too.
Paratrinic, covariant, whatever gives the greatest shield amount (and disruptor resist) at that level. I don't know that there aren't any paratrinic drops, but I want people to keep an eye out for them on the AH.

Again, winning is about leveraging your advantages. The fed ship turns slower, but has bigger hulls. I'm using position to mitigate the first and regen and resist to maximize the second.

The other reason why it's eng team and hazard emitters is that they can both be used on self or other, which makes for a stronger team.

Think about it. A team with everyone having EPS is only as good as each individual's EPS when that person gets attacked. The power is useless to the rest of the team. A team with everyone having HE/Eng team is as effective as everyone working together.

I constantly watch my whole team's health, and if someone's damaged, I blow a cooldown and repair them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-18-2010, 12:49 PM
Quote:
Originally Posted by Meat_Machine
Weapons:
Phaser dual heavy cannon II
Photon Torp II
Rear : Phaser turret II

Consoles:
RCS Accel (+turn)
Phaser relay
+sensor (probes?) sci

+sensors/+emitter deflector dish

Boffs:
Torp Spread
Eng Team
Hazard Emitters
You are trying to boost your weakness instead of playing to the fed ships strengths

Drop the phasers for disruptors, more dmg to hull. I'd even consider dropping the torp launcher for half the group
Drop the RCS for a phaser/disruptor resist console

BOFF POWERS
TAC - TYH: the beam skills are lacking and you dont have enough power regen to justify overload
ENG - Engineering team: you have 12k hull, use it
SCI - Tractor beam - take away the enemies primary advantage..maneuverability
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-18-2010, 12:54 PM
Quote:
Originally Posted by Digglez
You are trying to boost your weakness instead of playing to the fed ships strengths

Drop the phasers for disruptors, more dmg to hull.
Drop the RCS for a phaser/disruptor resist console

BOFF POWERS
TAC - TYH: the beam skills are lacking and you dont have enough power regen to justify overload
ENG - Engineering team: you have 12k hull, use it
SCI - Tractor beam - take away the enemies primary advantage..maneuverability
I use phaser cannons and turret for the disable proc.

Tractor beam is the one ability I do not have that I would consider slotting in, situationally. Given the usefulness of it however, and the amount of healing I do with both healing boff abilities, HE wins out right now.
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