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Lt. Commander
Join Date: Dec 2007
Posts: 120
Hey, thank you everyone for helping me out earlier - been playin around and finally came up with a cool combo I think. As with this combo I am able to dice up ships pretty fast, most especially with high yield torps.

I have an Escort with the following specs

FWD Weapons
2 Duel Heavy Disruptor Cannons MK IV
1 Photon Torpedo MK IV

Rear Weapons
1 Phaser Beam Array MK IV

Also I have the warp projectile console MK IV and Disruptor thingy MK IV (to give me extra photon and disruptor damage)

I am wondering though, if 2 Duel Heavy Plasma Cannons MK IV would be better than Disruptors, don't have enough money/credits to play around with that yet, but when I do I will try it out.

But even though I can kill Klingon ships pretty fast, I don't even stand a chance against Romulans - they dice me up pretty fast before I even get a fighting chance.

So what is ya'll favorite weapon combination for blowing up ships fast!?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-28-2010, 04:54 PM
dual phaser banks IV
quantum torpedoes IV + 20 critical severity + High yield I
phaser array mk IV
quantum mines mk IV

blows up most ships in a strafing run and cripples anything weaker then a vorcha. The quantum strafe knocks down a vorcha's shields, and the mines do a bit of hull damage but not as much as i hoped.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-28-2010, 05:52 PM
I'm not a tac nor do I use an escort, but this works well for my sci/sci -

2x Mk X Dual Phaser Beams
1x Mk X Quantum Torp

2x Mk X Phaser Beam Array
1x Mk X Phaser Turret

Would work just as well with disruptors if thats your thing.

All of it Green gear from badges. Now that I'm Admiral I am using my time to make money / buy Blues for every slot till I have something else to do with the next content update.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-28-2010, 07:06 PM
Maybe I'm missing something, but what's with the divided weapon systems? It's impossible for any of you to bring all of your weapons to bear on a single target at any time. This may be okay for some PvE, but then again any build will be. If you want to do serious damage, you need at least a majority of weapons overlap.

Example Escort:

Fore:
1x Beam Bank*
2x Dual Heavy Cannons
1x Torpedo

Aft:
3x Turret

*Can use for beam target disables. If not interested, might as well grab a 3rd Dual Heavy.

Weapon damage TYPE is largely inconsequential. Phaser and Disruptor add some utility. Plasma and Tetryon add extra hits every once in awhile. Polaron removes 100 energy on proc and Antiproton has more + stats. Other than that and a rising SP cost to max, they ALL do the SAME base DPS. Rule of thumb is to pick one type and skill it to 9, fill your tac slots with +type consoles and never touch any of the other systems.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-28-2010, 07:19 PM
overlapping weapon arc doesn't matter if you drain your entire power in a burst...

EPS only goes so much, even if you stack the entire engineering console grid with EPS.

so at the end of the day only equip enough for sustainable burst at maximum power setting... anything more is counterproductive.

i'd rather be firing my twin double cannons and 1 beam at 125 power setting throughput rather than 2 cannons, 1 beam and 3 turrets at 50-75 power average sustained.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-01-2010, 01:13 AM
1 Beam 3 Torp tubes different types 3 consoles giving total of + 64 to torps Highyeild 2, Spread, alpha strike and fire on my mark
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-01-2010, 02:42 AM
My favorite for an escort in PvE is: 2 DHC, 2 DBB fore, 3 turrets aft. All the same damage type. For lower levels, start removing turrets and a DBB.

Back this up with Cannon: Rapid Fire I and Attack Pattern Beta (II or III, since you'll probably be using 2 C:RF Is).

Obviously runs some EPS Flow Regulators engineering consoles. I also use EPtWeapons I and II as my engineering powers, with ST I, ST II, and HE I as my science powers. The goal is to keep power as near to 125 while firing if possible.

Shields melt to the beams and cannons, APB insures hulls go pop even faster.

Quote:
Originally Posted by Melcyna
'd rather be firing my twin double cannons and 1 beam at 125 power setting throughput rather than 2 cannons, 1 beam and 3 turrets at 50-75 power average sustained.
I'd rather be firing my 2 cannons, 2 beams, and 3 turrets at 125 all day Go go 124 attack power setting before EPtWeapons II.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-01-2010, 08:31 AM
8 x Disruptor Beam Array
Emergency Power to Weapons
EPS Power Transfer
Attack Pattern Beta

Works great in PvP and the only defense is either RSP or (sometimes) FBP. It's also effective at all ranges.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-01-2010, 09:48 AM
Dual heavy Disruptor Cannons, because they are bugged and shred everything into pieces with 2000-5000 damage hits combined with Rapidfire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-01-2010, 10:37 AM
I'm a tac in a cruiser Lt.C

fore:
Mark III disruptor
Mark IV photon

Aft:
2x photon turrets

almost to commander. Once I get there, things will change.
I eat my wepon power now, but it works with only 2 turrets.
anymore and it wouldn't do enough damage to be worth it.
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