Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-09-2011, 10:16 AM
It really does depend on your play style, but I have tried quite a few configurations on every tier of BoP.

Plasma weapons do work really well due to the extra burn damage they do, CRF3 + 2 with a DBB and a BOL will do the same damage as any other types and you will add burn on top, plus you will be able to keep the burn going. If you took off the DBB for plasma torps it can take some getting used to if you use HYT - or basicly be point blank range ( most* people are getting good at shooting them out or have the pre-order turret to shoot them out)

However I would not try this at the lower levels as it will cost to much in SP to pull it off.

With most of my characters I have stuck with phaser/ disruptor (respectively) as it is cheaper to do and get max damage output.

Torps, to be fair, can be really good, but again, not really needed at lower levels due to the odd big hit now and again Vs constant DPS from an extra beam or cannon, in my opinion the cannon/beam is way better option.

Another thing to think about is, do you want to pound 1 target at a time or be an AoE fiend?

A good AoE set up is 2xDC +2xDBB and turrets with Scatter volley and fire at will - for enemy en-mass you will hit them all in 1 go quite well.

For single target carnage I tend to run with 3xDHC + quant + turrets and have CRF3 and HYT3 - drop the shield facing and bang. (best done 5km or less)

Also do not forget energy weapons do lose strength over distance, so for maximum effect always try to be as close as you can when you do your alpha strike. Alas versus a science ship you may need to put a bit of power into Aux to get close to it.

At the moment on my B'rel Retro I am running with torps and mines, I get some great hits.. once someone else has taken the shilds out lol.

front = 2xtricobalt and 2xplasma, rear 1xtricobalt and 1xplasma mines. With Aux at 125 I can sit right up the backside, soon as the shields are down I drop a HYT3 plasma... 3 seconds go by... tricobalt. with good hits you can get around 35 - 50k damage and set them on fire (well, set them on fire if they live). The mines are just for fun
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-09-2011, 10:16 AM
So far I have found your statement to be quite true; the advantage of running a DBB with 2x disruptor DHC has allowed me to not only unleash a devastating Alpha strike, but I can also maintain dps with my beam bank.

I retrained my BOff's to allow for greater survivability and damage resistance. I also retrained my tactical officer in CRF3 since I am also a tactical officer with max ranks in cannon weapons. That, plus BOL1 and Target Subsystem: Shields (TSubSh), has allowed me to pretty much obliterate my enemy's facing shield in my Alpha strike. Very good for me, very bad for them.

I am more interested in quickly eliminating a single target rather than an AoE build, but I appreciate the tips and advice on both.

The only thing that I am curious about now is: is there a reasonable way to increase overall weapon power aside from BOff skills and consumable batteries? I have devices that provide slight increases, but I would love to be able to maintain more consistent high power levels. I find myself holding back on some BOL's and CRF's just to maintain the damage rating. I usually wait to unleash those until I can pop a weapon battery and not loose damage strength in the process. I know that an EPS console allows for faster power transfers, but would it give me a faster rate of power recovery as well? I don't know. Anyway, good tips on the power issues are greatly appreciated.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-09-2011, 10:16 AM
Quote:
Originally Posted by oliverpimpin View Post

The only thing that I am curious about now is: is there a reasonable way to increase overall weapon power aside from BOff skills and consumable batteries? .
Weapon power can be boosted as a stat with several of the Captain skills, primarily the Maintenance, Effeciency and performance skills. Here is a good thread on it;
http://forums.startrekonline.com/sho...redjedi&page=4


Quote:
Originally Posted by BigRedJedi
Some insights into several Starship Engineering skills that are often questioned:

Maintenance:
  • No passive bonus.
  • Contributes to Emergency Power to X BOff powers (corresponding to the specific skill).
  • Contributes to several, other Engineering-BOff powers.
  • Contributes to several, Engineering-Captain, specific abilities.

Efficiency:
  • Provides a passive bonus for the corresponding subsystem in an inverse relationship. The lower that your power slider (the 'adjustable' power level, the number on the right side of the # / # displayed on your power level indicator) is set, the greater the bonus power provided, depending on skillpoint investment. This bonus power scales proportionally lower as you increase your power slider, diminishing in value until your slider is set to 75 or higher, at which point, you will no longer receive any bonus power, regardless of your Efficiency skill.
  • Contributes to Emergency Power to X BOff powers (again, corresponding to the specific skill).
  • Contributes to several, other Engineering-BOff powers.
  • Contributes to several, Engineering-Captain, specific abilities.

Performance:
  • Provides a passive bonus for the corresponding subsystem on a direct, point-for-point basis. Purchasing a skill rank in one of these skills will provide a 1-point bonus to the selected subsystem, regardless of the power-slider setting.
  • Contributes to several, Engineering-BOff powers.
  • Contributes to several, Engineering-Captain, specific abilities.


Starship Hull Repair:
  • Provides a small, passive bonus to your ship's natural hull-regeneration rate (negligible, Alive Crew is much more important in affecting this rate).
  • Heavily contributes to effectiveness of Engineering Team (BOff power).
  • Heavily contributes to effectiveness of Miracle Worker (Engineer-Captain Ability).

Subsystem Repair:
  • Does not have any measurable effect in-game... Do not waste your skillpoints on this skill...

If you would like to see more information for what skills affect which powers, I highly recommend checking out this page.

-Big Red
For example, I use a high shield and engine effeciency due to my keeping those at a low base power setting. This yields a power graph of Shields (25 base / 57 buffed) Engines ( 48 base / 67 buffed) aproximately when ingame. Then I have high stats in the other skills that boost said power settings.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
06-09-2011, 10:16 AM
For your power levels there is a few options to go with, as Roach has put, you can use SP to offset and system you want to take power out of for weapons.

Examples;

Weapons 100, Shields 50, Engines 25, Aux 25.

With Engine and Aux Efficiency skills at 9, your reading with bonuses will be;

W 100 / S 50 / E 50 / A 50.

To help, any spare engi. console slots you can drop in weapon power mods to add more and get it over 100. With 2xDC and 2xDBB you should only need 1 EPS, so decent weapond power mods you can run with about 110 weapon power - but you will have to test in PvE for your config to confirm the results.

If you are going to put everything into weapons, make sure you have Polarise Hull and EP:Engines for the quick get aways, as I've seen way to many people treat a BoP like it can tank a fight - and soon learn the meaning of "Glass Cannon".

other things I run with is an Engi BOFF with EP:E1 and RSP1, Sci with Pol Hull (rank2 if you can and have Jam1 if you have the space).

Alpha Strike your way in and hang around doing as much DPS as you can, soon as you become a target punch RSP, Pol Hull, EP:E and get the heck out of there with evasive. Get out of range, wait for the trail of torps to hit your shields and cloak. If you get someone in an escort as fast as you trying to keep the pressure on, jam them and cloak as soon as you can.

9/10 times this has worked for me in PvP and can be used in PvE just as well.

But remember this suits my play style and reaction times, there is a good chance your not my long lost twin and play different to me lol. So feel free to ignore this or try it. you may have to tweak it a touch for how you fly the BoP, but I think it is a good starting point for anyone.

If you want to get some practice, feel free to shout me in game, my fleet and I are always running some sort of training Ops for both fed and klink and mix side matches.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-09-2011, 10:16 AM
Straight cannons & turrets for BOP no torps or beams although if you want to be true to KDF and the BOP use photons in fore instead of quantums as Klingons never used quantums also DC instead of DHC Cannons as they fire faster proc more and use less power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-09-2011, 10:16 AM
sometimes in my BOP i like using the plasma torp at point plank range that HYT is dangerous. I have never tried 2 turrets does it work well? it was also suggestion that i dump the disruptor dualbeam in favor of another heavy cannon
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
06-13-2011, 10:36 AM
I've recently seen the light and made the switch to BoP, I'm loving my Hegh'ta. I've experimented with BoPs before but never found a build that worked for me, partly because I kept making it a flimsy raptor with a battle cloak.

What I'm using is three DHCs and a Tricobalt up front, and two chroniton mines in the back. Though I do keep a pair of turrets on stand by incase I need the extra forward firepower. Suprisingly though, I've found the chrono mines very useful.
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