Quote:
Originally Posted by Jermbot
I
Step 2. Critique the weaknesses of the respondent before you.
Galaxy-X Dreadnaught
Weapons Forward: Phaser DHCx3, Quantum Torpedo Launcher
Weapons Aft: Phaser Turretx3, Tricobalt Torpedo Launcher
Com Tac: TT1,THY2,CRF2,AP:O3
TC Tac: THY1,CRF1,AP:O1
LT Eng: EPtS1,Aux2Damp
LT Sci: ST1,TST1
En Eng: EPtS1
With two different versions of Attack Pattern Omega, with Auxilary to Dampeners and evasive manuevers this ship should be far more manueverable for far longer than most enemies would expect. Past that it's got everything, power and weapon wise, that would make an escort great including its phaser lance to stand in for BO3.
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In PvE, the enemies will just blow up rapidly and everythnig works wel.
In PvP, you are very weak defensively, and your turn rate - even if boosted with AP:O or A2D is not sufficient.
Quote:
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Originally Posted by Jermbot
So in super brief mode. Step 1. Design a game breaking ship with universal bridge officers!
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The same as Escort is far better, but you wouldn't need Aux2Dampeners then. I'd probably go with something like:
Tactical Escort Retrofit
Weapon Forward: 3 x DHC, QTL or DBB
Weapons Aft: 3 Turrets
Commander Tac: TT1, TH2, CRF2 APO3 (with QTL) or TT1, CRF1, BO3, APO3 (with DBB)
Lt.Cmdr Science: Polarize Hull I , Hazard Emitters 2, Photonic Shcokwave 1
Lt.Engineer: EPtW/A1, EPtS2
Lt.Engineer: EPtW/A1, EPtS2
Ensign Science: ST 1
This is almost a BoP layout, except you have an extra power available to you, with better hull and shields. Only drawback is the lower turn rate. Compared to the Galaxy-X variant you put up, you lack the Lance, of course, but you make up by being far more maneuverable and actually able to reliable get into firing position when it's required.
You've got plenty of resistance at all times, you have a solid hull heal and can also deal with tractor beams. You even have a Science Team to deal with Subnucleonic Beams and similar science debuffs, and if you find you don't need it, you could shuffle around HE for the ST and the HE2 for a TSS2 for more shield healing. And the most important thing is that you can stun your enemies so you can break his abilty to react to your spike.
In PvE... You probably have too many defensive abilities. :p
Star Cruiser
Commander Engineer: EPtA1, EPtS2, ET3, ES3 or Aux2SIF3
Lt.Cmdr Science: ST1, HE2, TSS3
Lt.Engineer: EPtS1, Aux2SIF1
Lt.Engineer: EPTA1, ET2
Ensign Science: TSS1
or
Commander Engineer: EPtA1, EPtS2, ET3, (ES3 or Aux2SIF3)
Lt.Cmdr Engineer: EPTS, (Aux2SIf1 or ES1), ET3
Lt. Science: HE1, TSS2
Lt. Science: HE1, TSS2
Ensign Science: Science Team 1
Don't put this monster in PvE, because it would be incredibly boring slugfest. For PvP, the drawback is that you can't run high levels of EPtS well if you want to heal. but you can double on all science heals, which should give you enough resources to help you through, especially as an Engineer or Science Captain with defensive Captain powers.