Lt. Commander
Join Date: Dec 2007
Posts: 120
# 61
12-16-2011, 07:00 AM
Quote:
Originally Posted by kostamojen View Post
I did more testing with the Borg shield, Field Generator, and regen console. Also with the Emergancy Power to Shield 1 and 2.

It is indeed a VERY good setup, and I'm going to add it as a "regen" build.
I was wondering if any one could see my post little alone was reading my posts. This setup also makes the beat use of shield recharges: battery's, science team, ttss, any thing else that add shields also helps with tact team because the time it takes to distribute shield is dependent on regeneration rate.

Quote:
Originally Posted by Shar487

I typically run the following power-levels in attack mode:
Weapons - 125 / 100
Shields - 57 / 35
Impulse - 57 / 35
Aux - 51 / 30
How are you getting these numbers, what skills are you specked in?

I don't know if you remember one of my earlier posts, but if you have it the automated defence battery the one that's a tac console that is a 360 plasma turret does 45 damage it'll take care of most of those high yield plasma torpedoes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 62
12-16-2011, 08:38 AM
Quote:
Originally Posted by Gurga
I
...<SNIP>...

How are you getting these numbers, what skills are you specked in?

...<SNIP>...
My captains achieve these power levels by investing in Engineering System Efficiency and Performance skills. If I remember correctly, here are the current figures:
-Warp Core Efficiency +6
-Warp Core Potential +9
-Engine Performance +3
-Shield Performance +2
-Aux Performance +2
-Weapon Performance +3

Other Notables:
-Borg Assimiliated Console for +5 weapon energy -- this is a must-have
-C-Store Borg Engineer BO for +5 warp core Efficiency
-Trill Joined Symbiote for more assorted system bonuses
-Space Trait Warp Core Theorist (I think it grans +10 warp core potential, but not sure under Season-5)

Hope this helps
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 63
12-16-2011, 08:58 AM
Quote:
Originally Posted by kostamojen View Post
Small question, if you are flying around so quickly I presume you aren't the primary damage dealer in your STF?

The massive downside of constant high speed movement and turning means you constantly leave the 2km sweet spot for Canon damage as well as leaving the 45 degree firing arc...

So the defensive bonus's for moving are offset by the offensive bonus's for staying put, meaning that a target you aren't raining down pain with 100% of your damage is going to stay alive longer, meaning you have to defend against it longer (and also takes longer for the STF to complete).
This is not entirly true. I'm in the same boat as Shar and tend to use higher speed to gain defense and (probably more important for me) maneuverability, Keeping the enemies attention is not that difficult even if you have to turn your ship, if you minimize the time as much as possible.

For escorts I tend to prefer the fleet escort and it's amazing what you can do by adding for example an RCS console or Aux2Damp, also next to the Subspace Field Modulator I'm using Engine Batteries. At some point you are literally agile enough to swing around in a second without Evasive Maneuvers, which minimizes the time the enemy is out of your main arc. You still can slow down if necessary or hit reverse. Works better than you might think.

High Yield Plasma Torps also aren't an issue here, just swing around and give them a quick burst. For emergency situations I'm using the Point Defense System from the Thunderchild.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 64
12-16-2011, 09:50 AM
Quote:
Originally Posted by Shar487
My captains achieve these power levels by investing in Engineering System Efficiency and Performance skills. If I remember correctly, here are the current figures:
-Warp Core Efficiency +6
-Warp Core Potential +9
-Engine Performance +3
-Shield Performance +2
-Aux Performance +2
-Weapon Performance +3

Other Notables:
-Borg Assimiliated Console for +5 weapon energy -- this is a must-have
-C-Store Borg Engineer BO for +5 warp core Efficiency
-Trill Joined Symbiote for more assorted system bonuses
-Space Trait Warp Core Theorist (I think it grans +10 warp core potential, but not sure under Season-5)

Hope this helps
That matches my setup very closely, ill recheck and tweek when I.get home later.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 65
12-16-2011, 10:17 AM
Quote:
Originally Posted by Shar487
The escort's forward speed is only necessary until the elite tac-cube's energy levels are neutralized. After that, it's perfectly fine to engage it from a stationary point-blank position since its attacks will no longer 1-shot-kill you at that point. However, escorts are at the mercy of their team's damage mitigation builds if they bring none of their own. I routinely bring such skills to the table, and as a result, I can finish elite STF's without having to zerg-rush the cube.
Sounds good to me. I start using evasive when I need to GTFO and increasing my speeds, but the rest of the time I try to keep my shields up and attack as hard as possible.

The best group I ever had was 5x tac captains, 4 in escorts one in a cruiser. We took out that Elite tac cube in less than a minute just pointing and shooting with all of us healing whomever was taking the agro, never even needed to run for the woods. Finished the secondary with 2 minutes left on the clock.
Quote:
Originally Posted by decker999 View Post
This is not entirly true. I'm in the same boat as Shar and tend to use higher speed to gain defense and (probably more important for me) maneuverability, Keeping the enemies attention is not that difficult even if you have to turn your ship, if you minimize the time as much as possible.

For escorts I tend to prefer the fleet escort and it's amazing what you can do by adding for example an RCS console or Aux2Damp, also next to the Subspace Field Modulator I'm using Engine Batteries. At some point you are literally agile enough to swing around in a second without Evasive Maneuvers, which minimizes the time the enemy is out of your main arc. You still can slow down if necessary or hit reverse. Works better than you might think.

High Yield Plasma Torps also aren't an issue here, just swing around and give them a quick burst. For emergency situations I'm using the Point Defense System from the Thunderchild.
Seems like we are focusing too much on the Elite Infected Tactical cube... Thats only a small part of the overall scheme of things when it comes to STF's.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 66
12-16-2011, 10:25 AM
Quote:
Originally Posted by Shar487
My captains achieve these power levels by investing in Engineering System Efficiency and Performance skills. If I remember correctly, here are the current figures:
-Warp Core Efficiency +6
-Warp Core Potential +9
-Engine Performance +3
-Shield Performance +2
-Aux Performance +2
-Weapon Performance +3

Other Notables:
-Borg Assimilated Console for +5 weapon energy -- this is a must-have
-C-Store Borg Engineer BO for +5 warp core Efficiency
-Trill Joined Symbiote for more assorted system bonuses
-Space Trait Warp Core Theorist (I think it grans +10 warp core potential, but not sure under Season-5)

Hope this helps
I'm running at:
W - 124 (90)
S - 73 (60)
E - 46 (25)
A - 46 (25)

My skill differences are 9 in efficiency, 0 in shields and engines, and 7 in weapons.

Items are the same minus Alien character with Efficient and Warp Core Theorist traits instead of a joined Trill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 67
12-16-2011, 10:58 AM
Quote:
Originally Posted by decker999 View Post
High Yield Plasma Torps also aren't an issue here, just swing around and give them a quick burst. For emergency situations I'm using the Point Defense System from the Thunderchild.
If torps that can one shot you, are not a concern for you, your running a better setup than I. (details please)
The point defense system is only good for a short time and only once every 2min. the automated defense battery is always active, you don't have to press a button to make it work and some times it will attack another ship if your close enough. It makes me smile seeing that X takes 45plasma damage from automated defense. Thinking to my self. "Oh it's trying to help"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 68
12-16-2011, 11:01 AM
Quote:
Originally Posted by kostamojen View Post
...<SNIP>...

Seems like we are focusing too much on the Elite Infected Tactical cube... Thats only a small part of the overall scheme of things when it comes to STF's.
The elite tactical cube is probably the most difficult opponent in STF's. If your team can handle one without significant fatalities, then the rest of the STF should be trivial. Gates hit just as hard as Tac-Cubes, so the same damage management tactics also apply.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 69
12-16-2011, 11:56 AM
Quote:
Originally Posted by Gurga
If torps that can one shot you, are not a concern for you, your running a better setup than I. (details please)
The point defense system is only good for a short time and only once every 2min. the automated defense battery is always active, you don't have to press a button to make it work and some times it will attack another ship if your close enough. It makes me smile seeing that X takes 45plasma damage from automated defense. Thinking to my self. "Oh it's trying to help"
I'm still concerned about things that can 1-shot me, but usually High Yield Plasma Torpedoes aren't that dangerous. I already mentioned that I'm using an RCS console to enhance my turn rate and sometimes, when in the right mood even Aux2Damp. My engine power setting is usually around 40 and 50 which gives me some 60 up to more than 70 actual output. If your camera doesn't sit too close on your ship, you see them soon enough and can turn around for a quick cannon burst. For boss fights, just be outside torpedo arcs.

I could use the Automated Defense System, but I don't like to give up a tactical console slot for it. The Point Defense System is there for emergencies, which are usually when I have to catch aggro to protect another escort or take out a group of probes immediatly, not so often to shoot down an incoming plasma torp.

I'm quite sure my setup is not really better than yours, probably just geared more towards maneuverability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 70
12-16-2011, 12:47 PM
Quote:
Originally Posted by decker999 View Post
I'm still concerned about things that can 1-shot me, but usually High Yield Plasma Torpedoes aren't that dangerous. I already mentioned that I'm using an RCS console to enhance my turn rate and sometimes, when in the right mood even Aux2Damp. My engine power setting is usually around 40 and 50 which gives me some 60 up to more than 70 actual output. If your camera doesn't sit too close on your ship, you see them soon enough and can turn around for a quick cannon burst. For boss fights, just be outside torpedo arcs.

I could use the Automated Defense System, but I don't like to give up a tactical console slot for it. The Point Defense System is there for emergencies, which are usually when I have to catch aggro to protect another escort or take out a group of probes immediatly, not so often to shoot down an incoming plasma torp.

I'm quite sure my setup is not really better than yours, probably just geared more towards maneuverability.
I do use the chase can with it mostly always zoomed all the way out.
I think this is the best because its point and shoot. However I'm not afraid to look around using the right mouse button.

I run the defiant-r and not the fleet escort this is probably where the big difference is. I'm currently fixing up my bug setup.

Ether way if you don't need to turn or even change targets to avoid a one shot kill. Imagine what kind of difference a different console lay out would make. Not trying to convince any one just offering a different valuable setup.

I find giving up that one tac console doesn't drop my dps by much (running all energy) seeing as I'm alive longer to make up for it.

I'm curious to know how to tell which side of a turning (yes they turn now)cube is the front. I definitely could use input their.
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