Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-25-2012, 11:16 PM
I'd fill it up with MK 1 gear, give it to a freind, and then challenge him for PvP in it, on a 150 kill match.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-25-2012, 11:19 PM
Been thinking about this for a good portion of the day actually...

Possible build that come up as a favourite. (And yes, I agree with Hakaishin - this thing is NOT a gunboat)

Tactical Captain.
Use of the build? STFs, Fleet PVP
Role? Healing, Support, Tanking, Sustained broadsides.

Commander Engineer:
Emergency Power to Shields 1
Reverse Shield Polarity 1
Engineering Team 3
Auxilliary to SIF 3

Lieutenant Commander Universal (Sci):
Science Team 1
Transfer Shield Strength 2
Hazard Emitters 3

Lieutenant Tactical:
Tactical Team 1
Torp Spread 2

Lieutenant Science:
Transfer Shield Strength 1
Hazard Emitters 2

Ensign Universal (Eng)
Emergency Power to Shields 1

____

In truth, Im not certain about just how many shield heals will be needed. The Lieutenant Commander slot feels 'final', but the Science Lieutenant might end up a little different depending on how I feel about shared cooldowns. I might even throw in a Polarize Hull (which I wouldnt normally touch) just because of how flexible this thing is.

Possible shortfalls as I see it... There is a lot of "teams" in the build. They might clash a lot. I've also never run two versions of TSS and Hazards before, so for all I know... they might have a joint cooldown with absolutely no overlap. If that turns out to be the case, Ill probably revise.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-26-2012, 01:02 AM
Planning to move my Sci Captain whom I very lightly RP as my only Vice Admiral with an actual Vice Admiral rank into it as her "command ship".

This is not a PvP build, though I hope to make it work as a sort of crowd control cruiser in Normal STF's.

Eng Commander:
Emergency Power to Shields 1
Reverse Shield Polarity 1
Aux to SIF 2
Eject Warp Plasma (high as I can get)

Lt. Tactical
Fire at Will 1
Torpedo Spread 2

Lt. Science
Tractor Beam 1
???

Lt. Commander Universal (Science slotted)
Hazard Emitters 1
Transfer Shield Strength 2
Gravity Well 1

Ensign Universal (Tactical Slotted)
Tactical Team 1


No idea what to slot in ??? right off hand.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-26-2012, 01:50 AM
I really tried to get a good theoretical setup with a Lt. Com tactical, but everything I could come up with has a laughable defense and healing for such a slow moving thing. It's probably ok in standard PvE and standard STFs for normal players with an engineering captain, but lets face it, a lot of cruisers (with more engineering slots) already pop right away when more than 1 enemy shoots them.

Set it up like a Star Cruiser and you'll be ok. Set it up like an Assault Cruiser and you'll get less damage with slightly more hull. A science BOff for the Lt. Com universal for me seems to be the only viable option next to the standard layouts and then decide if you go EWP3 or GW1 for STFs. This will make your cruiser a lot more dependend on auxiliary power, which has to come from somewhere but will give a good heal boat/tank.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-26-2012, 01:58 AM
Quote:
Originally Posted by Koppenflak
(And yes, I agree with Hakaishin - this thing is NOT a gunboat)
For PVE, why not?

(and for PVP in its current form with the OP MACO shield, why not? :p Although I'd throw in a TON of sci skills for fun in PVP )

Tactical Canon Build

Front Weapons: 3x Cannons, 1x Quantum
Rear Weapons: 4x turrets

Commander Engineer: EPtS 1, EPtS2, RSP 2, Aux to Structural 3
Lt. Commander Universal: (tac) TT1, Scatter Volley 1, Attack Pattern Beta 2 (or Omega 1 for turn rate))
Lt. Science: HE1, TSS 2
Lt. Tac: TT1, Scatter Volley 1
Ens. Universal: (tac) Torp Spread 1


Fun with Science Build


Front Weapons: 3x Beams, 1x Harg'peng
Rear Weapons: 3x Beams, 1x Harg'peng

Commander Engineer: EPtS 1, EPtS 2, RSP 2, Aux to Structural 3
Lt. Commander Universal: HE1, Tractor Repulsors 1, Grav Well 1
Lt. Science: TSS 1, Feedback Pulse 1
Lt. Tac: TT1, TT2
Ens. Universal: Tractor Beam 1
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-26-2012, 07:23 AM
Quote:
Originally Posted by Jexsam View Post
Planning to move my Sci Captain whom I very lightly RP as my only Vice Admiral with an actual Vice Admiral rank into it as her "command ship".

This is not a PvP build, though I hope to make it work as a sort of crowd control cruiser in Normal STF's.

Eng Commander:
Emergency Power to Shields 1
Reverse Shield Polarity 1
Aux to SIF 2
Eject Warp Plasma (high as I can get)

Lt. Tactical
Fire at Will 1
Torpedo Spread 2

Lt. Science
Tractor Beam 1
???

Lt. Commander Universal (Science slotted)
Hazard Emitters 1
Transfer Shield Strength 2
Gravity Well 1

Ensign Universal (Tactical Slotted)
Tactical Team 1


No idea what to slot in ??? right off hand.
I'm looking at a sci build as well for the same reason as you. ... Might suggest Sci Team in the ??? ... or the T. Rift to suck their shields a bit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-26-2012, 08:30 AM
Quote:
Originally Posted by kostamojen View Post
For PVE, why not?
Even for PvE I think the Odyssey is going to suffer as a "Gunboat". With only 2 tactical consoles your beams really aren't going to be doing much damage compared to the Sovy or Ex, the tactical BOs may help but I dont think they'll even make up for the loss of the console.

Just looking at it, the Odyssey strikes me more of a Cruiser/Science hybrid. I'm just afraid that it's going to suffer to much from the drawbacks of both classes and not have enough benefit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-26-2012, 09:15 AM
For me, an Engineering Captain, I'll go with this build: (PvE only)

Comm. Eng:
Engineering Team (Heal)
Auxilary to SIF
Aceton Field
Eject Warp Plasma

Lt. Comm. Sci:
Transfer Shield Strength
Photonic Officer
Tyken's Rift

Lt. Tac:
High Yield Torpedo
Beam Target Subsystem (Weapons)

Lt. Sci:
Polarize Hull
Hazard Emitters

Ens Tac:
Tactical Team

Being an Engineer, I tank easily in Cruisers, this is no different.

Sometimes though, I'll switch out the Lt. Comm Sci for a Tac. So at times, I'll have firepower, and at times, I'll have the kicks of Tyken's Rift (which is awesome )
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-26-2012, 09:19 AM
Quote:
Originally Posted by TheWackyWombat View Post
Even for PvE I think the Odyssey is going to suffer as a "Gunboat". With only 2 tactical consoles your beams really aren't going to be doing much damage compared to the Sovy or Ex, the tactical BOs may help but I dont think they'll even make up for the loss of the console.

Just looking at it, the Odyssey strikes me more of a Cruiser/Science hybrid. I'm just afraid that it's going to suffer to much from the drawbacks of both classes and not have enough benefit.
Difference in DPS, as the console is against base Damage iirc, is only looking to be about 5-10%. So no it's not going to be epic DPS but I'd hardly refer to it as 'suffer'. It's designed as a tank and that's likely how most successful builds are going to play out.

My initial thoughts
Ens Tac: Torp HY/Spread
Lt Tac: Tac Team, Attack Pattern Delta
Com Eng: Eng Team, Aux to Sif, EPtS3, Warp Plasma 3 or whatever takes your fancy
Lt Sci: Polarize Hull, Hazard Emitters 2
Lt Cdr Sci: Tractor Beam/Sci Team, Hazard Emitters2, Transfer Shield Strength 3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
01-26-2012, 09:26 AM
As a tac escort who runs elite stfs (with maco set and mk 12 weapons, mind you) I still get blown to bits by a tactical cube in 5 seconds, due to there not being enough friendly cruisers generating Threat Control. I would like my Odyssey to take that initiative and make stf boss battles/crowd controls easier for everybody.

Com. Eng:
Aceton Field 3
Reverse Shield Polarity 2 or 3
Aux to Structural Integrity 1
Emergency Power To Aux 1 (for turn rate, sensors, MES, beam targeting, etc.)

Lt.Com. Tac:
Beam Target Weapons 3 (buffed by sensors)
Attack Pattern Beta 1
Tactical Team 1

Lt. Tac:
Torpedo Spread 2
Beam Fire At Will 1

Lt. Sci:
Science Team 2
Jam Sensors 1 (or Mask Energy Signature 1, if I ever decide to pvp)

Ensign Sci:
Scramble Sensors 1
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 03:39 PM.