Lt. Commander
Join Date: Dec 2007
Posts: 120
# 211
01-24-2012, 01:10 AM
Quote:
Originally Posted by AviKerensky View Post
Because If I got in closer, I drew aggro and died. And when they moved, I'd have to move, and my cannons would be out of arc.
But if that was your problem wouldn't it be more logical to take a look at your defense instead of reducing your potential damage output and splitting it over non-overlapping firing arcs? It's usually not a problem to keep NPC ships in your front 45 with an escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 212
01-24-2012, 01:12 AM
Quote:
Originally Posted by decker999 View Post
But if that was your problem wouldn't it be more logical to take a look at your defense instead of reducing your potential damage output and splitting it over non-overlapping firing arcs? It's usually not a problem to keep NPC ships in your front 45 with an escort.
I'll just end the debate by saying that this is what works for me. I experimented with several builds along the way, and this is the one that does the most damage, while being suited to my playstyle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 213
01-24-2012, 01:27 AM
STO isn't being friendly right now so I'm pulling this from memory but here is my build. It basically hasn't changed in almost 2 years. It is a Maelstrom Fleet Escort.

Fore: Dual Beam, 2 DHC, 1 Quad (I've heard overpower/underpowered but it looks nice and I only swapped out a DHC)
Aft: 3 Beam Arrays (Connie Blues)

Omega Set, prior to that was AEGIS. Before that was Covariant x3 cap shields with combat impulse engines and a gravition deflector.

Consoles: 4x phasor relays in Tac, with +35% shields with neutronium plating and I think an EPS flow regulator in Eng, Borg Universal and Thunderchild defense system in Sci. Red matter bat and whatever the name of the thing is that gives you 400% defense with a penalty to polaron is. Borg Uni and Thunderchild defense replaced biofunction monitors.

BOFFs: 2x Beam Overload 1 to make up for lack of torps, 2x cannon rapid 2, Tac team, Omega 3, Beta 1, Hazard emitters, EPtS 1, Sci team 2, Eng team 2, Reverse Shields 1. Only changes since game launch, Beam Fire at Will for Beta 1, and Jamming 1 for Hazards.

The build is meant to be more overall DPS in a 360 coverage as I treat my Fleet Escort like a spitfire airplane, while having more tanking power. Thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 214
01-24-2012, 01:31 AM
Quote:
Originally Posted by AviKerensky View Post
I'll just end the debate by saying that this is what works for me. I experimented with several builds along the way, and this is the one that does the most damage, while being suited to my playstyle.
I had no intend to talk your build down, I was seriously interested to hear why you went this way since I lately did same comparison between ships with Beam Arrays and DBB/Turrets. While for example 2xDBB + 2 Turrets technically don't deal more damage than 4xBeam Arrays it showed as much better cause you don't have to circle back and forth to use torpedoes. Granted my testing was with a Recon and an escort turns much faster, but you'll still lose some damage while turning.

As long as this build suits your playstyle and the rest of the team is able to compensate for the reduced damage it's all fine and good. Sorry for asking
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 215
01-24-2012, 01:33 AM
Quote:
Originally Posted by decker999 View Post
I had no intend to talk your build down, I was seriously interested to hear why you went this way since I lately did same comparison between ships with Beam Arrays and DBB/Turrets. While for example 2xDBB + 2 Turrets technically don't deal more damage than 4xBeam Arrays it showed as much better cause you don't have to circle back and forth to use torpedoes. Granted my testing was with a Recon and an escort turns much faster, but you'll still lose some damage while turning.

As long as this build suits your playstyle and the rest of the team is able to compensate for the reduced damage it's all fine and good. Sorry for asking
Using this build, I (and my team today) got through Cure Space (Normal). 7 minutes on the three bays, and 3 minutes on the carrier. Done in 10 minutes flat. I was impressed. lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 216
01-24-2012, 02:00 AM
Feel free to check out my current Defiant set up. I find it works great for Elite STFs.
http://forums.startrekonline.com/sho....php?p=3436191
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 217
01-24-2012, 02:01 AM
Quote:
Originally Posted by AviKerensky View Post
Using this build, I (and my team today) got through Cure Space (Normal). 7 minutes on the three bays, and 3 minutes on the carrier. Done in 10 minutes flat. I was impressed. lol
A good cure normal run is 5-6 minutes on the cubes (9-10 minutes on the timer) and the Carrier dead in 30 seconds or less.

My fleet does this regularly with just two or three escorts using the builds listed at the beginning of this thread.
Quote:
Originally Posted by MonCapitan
Feel free to check out my current Defiant set up. I find it works great for Elite STFs.
http://forums.startrekonline.com/sho....php?p=3436191
Engineering team instead of Emergency Power to Shields?

Everything else is almost identical to how I run a Defiant (I usually just use all spreads now instead of the rapid fire/high yield, but that doesn't really matter).

I still need 3 more prototype borg salvage and that mk xII shield drop to match yours though :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 218
01-24-2012, 02:19 AM
Quote:
Originally Posted by kostamojen View Post
A good cure normal run is 5-6 minutes on the cubes (9-10 minutes on the timer) and the Carrier dead in 30 seconds or less.

My fleet does this regularly with just two or three escorts using the builds listed at the beginning of this thread.
First time running with that group. I normally run PUGs, and still get done in an average of about 17 minutes, total.

And if I may ask you a question, why do you keep bashing me on what I continue to say is a good fit for me? Is that what it takes to make yourself feel good?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 219
01-24-2012, 03:51 AM
Quote:
Originally Posted by AviKerensky View Post
And if I may ask you a question, why do you keep bashing me on what I continue to say is a good fit for me? Is that what it takes to make yourself feel good?
I didn't say anything about your build.

You first implied 700-1000 damage per hit is a lot when it isn't, and they implied a 10 minute flat cure run was really fast, which it isn't.

But for anyone who replies in this thread especially with their own builds and other comments, expect criticism. Such is the way of things.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 220 Enhanced Plasma Manifold
01-24-2012, 06:38 AM
I just installed the Enhanced Plasma Manifols in my Fleet Escort. It made a pretty fair difference in shield and hull healing in a Cure and an Infected. So now I have the Borg Console and the Enhanced Plasma in the Science Consoles. I hated to spend 400 CP's to get it but so far in those two missions it worked. I did die once though when i was too close to an exploding cube. LOL
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 07:15 AM.