Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Outfitting my first raptor
06-09-2011, 10:13 AM
Newbie player here, enjoying his Klingon (well, Gorn) character in addition to his similar-level Fed. I reached Lieutenant Commander on the Klingon yesterday, and decided to go with a raptor as my first new ship. I took it out for a spin in the Kahless Expanse this morning, and while it is definitely fun, I'd like to know if I'm on the right track with my setup:

Lieutenant Tactical: Cannon Rapid Fire I
Ensign Tactical: Tactical Team I
Ensign Tactical: Torpedo High Yield I
Ensign Science: Hazard Emitters I
Ensign Engineering: Emergency Power to Shields I

Forward: Disruptor Dual Cannon x2, Quantum Torpedo Launcher
Rear: Disruptor Turret
Shield: Covariant Shield Array
Deflector: Standard Deflector Array
Engine: Combat Impulse Engine

Tactical Consoles: Disruptor Induction Coil, Warhead Yield Chamber
Science Console: Halon System
Engineering Console: Plasma Distribution Manifold


Main tactic on the maiden cruise was run attack power preset, get behind an enemy while cloaked, pop CRF and THY, decloak and bring down a shield ASAP, then fire the torpedoes. Reinforce front shield and heal as needed (rarely needed) while staying on the enemy tail and firing torpedoes when shields are down. I was able to [sometimes] kill Fed escorts on the first pass, and nothing lasted long even if they survived the Klingon welcome wagon.

Is this a good setup for an entry-level raptor?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-09-2011, 10:13 AM
I thought consoles of the same type didn't stack? I keep seeing different answers to that in the various guides on the forum - most of them for Fed escorts, but I've figured that advice for Fed escorts is good for raptors, too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-09-2011, 10:13 AM
The only consoles that don't stack are shield capacity consoles. All other consoles stack.
But the way the math is figured(which I haven't done I'm just repeating stuff I've read) you don't always see a linear add to the final numbers from some types of consoles leading to the impression of diminishing returns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-09-2011, 10:13 AM
Looks good to me. But like it was mentioned, you will probably want to go with hyper impulse engines as you get higher level, especially for PVP. That generally also necessitates running higher engine power than shields.

And yes all consoles stack except for the 35% shield capacity console.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-09-2011, 10:13 AM
Quote:
Originally Posted by FadingEcho
Newbie player here, enjoying his Klingon (well, Gorn) character in addition to his similar-level Fed. I reached Lieutenant Commander on the Klingon yesterday, and decided to go with a raptor as my first new ship. I took it out for a spin in the Kahless Expanse this morning, and while it is definitely fun, I'd like to know if I'm on the right track with my setup:

Lieutenant Tactical: Cannon Rapid Fire I
Ensign Tactical: Tactical Team I
Ensign Tactical: Torpedo High Yield I
Ensign Science: Hazard Emitters I
Ensign Engineering: Emergency Power to Shields I

Forward: Disruptor Dual Cannon x2, Quantum Torpedo Launcher
Rear: Disruptor Turret
Shield: Covariant Shield Array
Deflector: Standard Deflector Array
Engine: Combat Impulse Engine

Tactical Consoles: Disruptor Induction Coil, Warhead Yield Chamber
Science Console: Halon System
Engineering Console: Plasma Distribution Manifold


Main tactic on the maiden cruise was run attack power preset, get behind an enemy while cloaked, pop CRF and THY, decloak and bring down a shield ASAP, then fire the torpedoes. Reinforce front shield and heal as needed (rarely needed) while staying on the enemy tail and firing torpedoes when shields are down. I was able to [sometimes] kill Fed escorts on the first pass, and nothing lasted long even if they survived the Klingon welcome wagon.

Is this a good setup for an entry-level raptor?
Well this looks like a plan.
you can tweek it a bit if you play around with the Power Levels ( Use of Combat or hyper Impulse)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-09-2011, 10:13 AM
Awesome FadingEcho you saved me having to do my own thread on the same topic. I am so lost with Tactical let alone Klingon. Seriously didn't think It would be much different to the fed side. Permission to post my build as well?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-09-2011, 10:13 AM
I got no problem with it.

I've done as folks have suggested and replaced the +torpedo console with a +disruptor one. Haven't found a hyper-impulse engine yet, and am too busy doing the Breen episodes to farm badges to get one that way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-09-2011, 10:13 AM
First of all it looks like a good build. One thing that i would change is Tactical team I for another High Yield Torpedo I. This will give you a buffed Torp shot every other torpedo you fire.
But that is my personal opinion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
First, thanks, this saves me an own thread. (But feel free to ask me to go
away and open one if its too far from the topic)

I choose a similar setup. Differrences

- blue Dual and Dual Heavy Cannons Front (crafted)
- blue (DMGx2) quantum torp front
- standard diruptor beam array back
- Covariant Capx2 shield IV (from mission)
- Combat Impulse Engine (Speed/Turn)

consoles:
tactical:
- disruptor induction coil
- automated defense turret
sci
- something
eng
- sif generator

skills:
tac team1, Cannon Rapid Fire1, TorpedoHighYield 1
emergency power to shields1
polarize hull 1

And that setup sucks SOOO badly in PVP, it's really beyond ridicule.

Even though IM Tac, I always score LAST with damage (not to mention helaling).

And I die fast, despite shield and EPS etc - everybody only seems to shoot at me.

I can hold myself decently with my eng/cruiser alt, but this one is just ridiculous.

Any ideas?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-09-2011, 10:13 AM
While gear is important what is most important is skill points followed by playstyle. If you spent skill points in the wrong areas it will severely gimp a build. Of course if you fly an escort like a cruiser for example that is playing to an escorts weakness.
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