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Lt. Commander
Join Date: Dec 2007
Posts: 120
I am new to klingon and would like anyone's input on how to first start out there first ship build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-26-2012, 11:33 PM
Quote:
Originally Posted by voodooinu
I am new to klingon and would like anyone's input on how to first start out there first ship build.
There is a lot of factors needed to be answered before any input can be given... First what class is the character? What did you plan on using or want to use for your ship? The key to a good setup though is making sure you have adequate defenses as well as offenses that all work in harmony to do what you want the ship to do. I'll be honest though for your T5 ships before blowing money in the c-store on ships its best to start learning the game or KDF in a heavy bop, negh var, raptor or carrier. All of those are free ships if I remember right. I like the bops the most though they are the most flexible ship in the game doesn't matter what class you are you can have many many different setups for them (swiss army knife of the game).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-27-2012, 12:44 AM
If you just started Klingon and are at the first ship, then you have a Bird of Prey already. Use the universal slots to your liking to set up your officers however you prefer them. Keep in mind that the Bird of Prey's strengths are its mobility and battle-cloak, not its hull. In other words, don't set it up like a cruiser - - think more like an escort that can pop in and out of battle.

You do get a token, though, to try a raptor, much more similar to fed escorts, or the D7 cruiser which would function nearly identically to similar-level fed cruisers.

But that's all generally speaking. If you have a preferred playstyle or want to do something for your career, etc. it might influence your decision more.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-27-2012, 11:03 AM
Hey guys thanks for the input. I'm running an engineer and want to focus on the heavy defence. I would like to build a tank like ship. A heavy battle ship is what I want to ultimately get. What would be the best consoles and bridge officer skill for an engi to build on for that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-27-2012, 11:12 AM
Quote:
Originally Posted by voodooinu
Hey guys thanks for the input. I'm running an engineer and want to focus on the heavy defence. I would like to build a tank like ship. A heavy battle ship is what I want to ultimately get. What would be the best consoles and bridge officer skill for an engi to build on for that?
Pretty much the same ones you would use in a fed cruiser. There aren't any differences in the consoles or bridge officer skills between Fed and KDF. The only difference really between the KDF battleships and Fed cruisers are the ability to equip cannons, and the cloak. They are otherwise basically the same.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-27-2012, 01:53 PM
First thing you need to do on your KDF toon is go see the Chancellor for a free ship upgrade. Even if you don't use it, go get one.

After that I would suggest you stick to your BoP till Captain. Regardless of what class you picked, the BoP is a univeral BO slot ship. It is a good ship to learn on. Heck, you might even fall in love with it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-27-2012, 05:13 PM
What i did was spend the free ship point on the K't'inga Battle Cruiser. Im just looking for the best skills to have to keep my shields up while doing some damage. I have never played engi before so i guess im just looking for some input on my BO skills. Engi Team one? Emergency power to shields? Things of that nature. Seems like im asking a lot but after i get started on a good path im sure ill be able to find my way. Just really looking for a starting point with and engi battle cruiser setup.
Thanks guys for all your help so far.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-28-2012, 11:27 AM
If you're looking to tank, or at least soak up damage, your primary abilities should be focused on hull repair and damage mitigation. For your captain's skills, absolutely pick up "Starship Hull Repair," "Structural Integrity," "Starship Subsystem Repair," "Starship Power Insulators," "Starship Hull Plating," "Starship Shield Performance," and "Starship Armor Reinforcements." Those are key to your durability.

Now, you won't be able to boost all of these at once, and you'll have to spend some points in one tier of skills before the next one opens up. Your second priority for tanking is your power. You'll need plenty of power for all your systems, and the ability to shift power from one system to the next. "Starship Flow Capacitors," "Starship Warp Core Efficiency," "Starship Electro-Plasma Systems," and "Starship Warp Core Potential."

Everything after that is really up to you. I personally like putting points into movement abilities like "Driver Coil" and "Starship Impulse Thrusters."

NOTE: It's suggested that you not spend more than 6 ranks in any particular skill, since you get less bang for your buck once you go above that. Fill in other skills at that level that you like, until the new tier opens up.

From your Engineering Bridge Officers, "Engineering Team" is a must, the highest level you can get it at. Eventually, as you increase your skills, you'll be able to train officers in "Engineering Team III". "Emergency Power to Shields" and "Emergency Power to Engines" are useful, but you want that big hull heal. "Auxilliary to Structural" and "Auxilliary to Dampeners" are useful, but not as common. "Reverse Shield Polarity" is a fantastic ability, if you get it, since it turns incoming damage into repairing your shields.

Science Boffs can provide "Hazard Emitters" for hull heals and "Polarize Hull" for some damage mitigation (and helps you slip free of tractor beams).

Tactical Boffs don't have much to offer you, except for one must-have skill: "Tactical Team." This ability shifts power to whichever shield is taking the most damage, which can save your ship quite often.

For just starting out, at least make sure you've got one Engie trained in "Engineering Team" and a Tactical in "Tactical Team." Everything after that is pretty optional. It's not until you hit the high levels that you have to be more careful with your selections.

Oh, and don't bother with cannons on a cruiser. Stick to beam arrays and torpedoes. Even Dual Beam Banks are questionable, due to their narrow firing arc. Your normal tactic should be to broadside your enemy, bringing both your fore and aft beam arrays to bear on them, while keeping your shield facing them as strong as possible.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-28-2012, 05:28 PM
Pretty sure 'Starship Subsystem Repair' is either broken or doesn't work as intended atm.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-02-2012, 10:40 AM
I've dropped it from my captains and haven't noticed a difference.
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