Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-09-2011, 11:16 AM
Quote:
Originally Posted by jockey79 View Post
lol, you should see my B'rel layout


OP: Basicly, what ever you can dream up as a tactic, you can have a go with. It can heal, support or fight, there is no "standard" config for it.
It has one unique standard, it is squishy under pressure and when alone, if left long enough, it will eventually explode. Learn how to keep that from happening by using resist stacking, Power levels, SP point spendage, etc and design a bird that you like.
It really is designed for Hit, Stick and Run tactics designed really for at least two BoPs.

Find the skills you enjoy using for your bird, Augment them by spending points on your toon to support them, equip your bird to match and enjoy
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-09-2011, 11:16 AM
Yeah the thing is, as much as there might be some standard favorites like a tac commander and sci LTC with PSW, the BOP can do anything you want.

I just got my BOP to Lt Gen and I'm finding out how that works, and I can already see the awesome versatility of it. One choice of BOs gives a solid DPS loadout, another gives a good heal/support capability, and another can give a solid crowd control ability. Learning how to switch between those on the fly, as necessary, seems to be as much a part of an actual "build" of a BOP as a good selection of static officers are part of a build for some other ship class.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-09-2011, 11:16 AM
Quote:
Originally Posted by Roach View Post
Given its U-slot capability any BOff loadout is possible, even wierd ones.
and for some wierd reason I am happy with this, cookie cutter layouts are boring to me...reminds me of a previous mmo....anyways I am glad for the "wierd ones" adds diversity and conversation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
06-09-2011, 11:16 AM
Quote:
Originally Posted by Sworoth View Post
Thank you for the help, and suggestions. On the science team i dont know, i know its there for removing debuffs, but honestly ive seen it give my shields a good solid boost.
It does heal shields, just not as well as others. Most carry it just for the removal of teh debuffs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-09-2011, 11:16 AM
This thread delivers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-09-2011, 11:16 AM
Quick question.
Does the BoP still have the ability to go full reverse and auto-switch direction if forced so?

meaning, if I go into reverse and travel that way after a few seconds the BoP will rotate on its axis to face that direction and continue forward from there.
I have not noticed this in other vessels and have always found it to be a boon to BoP piloting at times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
06-09-2011, 11:16 AM
Quote:
Originally Posted by Roach View Post
Quick question.
Does the BoP still have the ability to go full reverse and auto-switch direction if forced so?

meaning, if I go into reverse and travel that way after a few seconds the BoP will rotate on its axis to face that direction and continue forward from there.
I have not noticed this in other vessels and have always found it to be a boon to BoP piloting at times.
Wow, I've never known it to do that and I use reverse to help turn in escort duels. Maybe that's why it works so well.


Hey Roach... your avatar says "Banned". Did you switch or did Cryptic develop a hate for Yellowbeard? If they are banning Yellowbeard then put me down on the list for official protester... :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
06-09-2011, 11:16 AM
i see some builds have cannon rapid fire 3 then a lower version. is this a big help to DPS? are they on different timers?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
06-09-2011, 11:16 AM
Quote:
Originally Posted by IronKobra View Post
i see some builds have cannon rapid fire 3 then a lower version. is this a big help to DPS? are they on different timers?
forget DPS man. lets talk about "Spike Damage" .... so yeah, Rapidfire 3 help to do spike damage. spike damage, is the damage, that brings enemies down.

so having lower versions of RF or HY on your BoP is only for the time, when your Tactical Initiative (if you are a Tac guy in a BoP) is on CD.
And Rapidfire / HY have global CD. but i dont know exactly the timer atm...i think it is 15 sec global and 30 sec local CD.

so activate Rapid 3: 10 sec duration, 15 sec global / 30 sec loacal =5 sec pause without Rapidfire, then activate Rapidfire 1 (or 2): duration 10 sec, 15 sec global / 30 sec local CD, 5 sec without rapidfire, then again Rapid 3 .... and so on. so more the 2 cannonskills is a waste i think. but i am not 100% sure about the global/local CD's or the duration.

And stay away from using "DPS".... DPS is for cruisers or science vessels, and related to ecorts/ BoP / Raptor, try to use Damage or Spike-Dmg. thx.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
06-09-2011, 11:16 AM
ah ok that makes sence, i think i will try that. I recently went to the double turret optopn and have noticed a big difference in how lont it takes shields to go down
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:07 AM.