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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-28-2012, 09:40 AM
Here's a secret.

What ship has commander tactical, ltcmdr sci, and 2x lieutenant engineers?

I'll leave the rest for you to piece together. (Hint, it has to do with the poor returns for stacking multiple tactical/sci BoFFs of the same rank, and the fact that the best engineering effects are available in the lower ranks and play well together.) In other configurations the BoP is a terrible ship, you are correct.

Suffice to say if there was a ship with Commander tactical, Ltcmdr Sci, 2x lieutenant engineers and a ensign engineer that could mount cannons and turn it would be grievously overpowered. Forget cloaking, it wouldn't need it but I'd grin if it had one. 3x aft weapons would make me laugh heartily.

The Bird of Prey is great because it can be the demon fleet escort from hell that can vanish when it uses brace for impact. However, if I could have a federation escort with the above configuration, I would never fly another ship again.

Addl: I do use my maneuver to outturn escorts and force them into a head-to-tail unfavorable fight. If they get the best of me I pop Brace, Aux2SIF and Devidian Subspace modulator, cloak with my 75% hull resists, reacquire favorable vector and start again. Kills them every time, bug pilots included.

Edit: 125/125/67/67 power settings helps. Sci char. 77% defense at cruise speed with weapons hot, can tank multiple cruisers without a care on an attack run.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12 On the Contrary
02-28-2012, 09:46 AM
I think its a great ship and can be deadly used correctly. Keep trying and use Hit & Run tactics, do not try to fight several larger ships simultaneously.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-28-2012, 09:58 AM
Quote:
Originally Posted by Grannamoth
I think its a great ship and can be deadly used correctly. Keep trying and use Hit & Run tactics, do not try to fight several larger ships simultaneously.
Yeah people forget that its a hit and run ship the trick is putting enough offense on it but yet at same time make sure you can survive 20 seconds of being decloaked if you are using an all energy setup. The brel is the best with ability to buff during cloak and fire projectiles while cloaked.

I did eventually unlock the brel when it went from broken to mostly fixed. Only current problem is how the jam communications tab in pi canis sorties and pop up dialogues in pi canis sorties come up while you are cloaked. Regular battle cloaks or cloaks don't spawn until you have decloaked.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-28-2012, 10:02 AM
The BoP is the only vessel that the Devs got right in design straight out the gate. The Defiant-R is a close second.
Granted I do not wish to see it it fall behind as the other vessels added to the game progress forward, but its hardly a weak vessel by itself.
Especially with the changes made the the Field generator and Shield Amplifier consoles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-28-2012, 10:04 AM
It is, rather amusingly, the most under-armed scort in the game.

Seems to do fine despite that, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-28-2012, 10:42 AM
Quote:
Originally Posted by NovaFury View Post
Here's a secret.

What ship has commander tactical, ltcmdr sci, and 2x lieutenant engineers?

I'll leave the rest for you to piece together. (Hint, it has to do with the poor returns for stacking multiple tactical/sci BoFFs of the same rank, and the fact that the best engineering effects are available in the lower ranks and play well together.) In other configurations the BoP is a terrible ship, you are correct.

Suffice to say if there was a ship with Commander tactical, Ltcmdr Sci, 2x lieutenant engineers and a ensign engineer that could mount cannons and turn it would be grievously overpowered. Forget cloaking, it wouldn't need it but I'd grin if it had one. 3x aft weapons would make me laugh heartily.

The Bird of Prey is great because it can be the demon fleet escort from hell that can vanish when it uses brace for impact. However, if I could have a federation escort with the above configuration, I would never fly another ship again.

Addl: I do use my maneuver to outturn escorts and force them into a head-to-tail unfavorable fight. If they get the best of me I pop Brace, Aux2SIF and Devidian Subspace modulator, cloak with my 75% hull resists, reacquire favorable vector and start again. Kills them every time, bug pilots included.

Edit: 125/125/67/67 power settings helps. Sci char. 77% defense at cruise speed with weapons hot, can tank multiple cruisers without a care on an attack run.

Okay there's a build we can use. How can I get those settings?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-28-2012, 10:46 AM
Well I can't give you EVERYTHING, can I? Aw hell, gotta argue for my bird I guess.

Cycle EPTs and use plasmodic leech, coupled with the borg set power increases of +5/5/5 to weap/eng/aux and a KHG shield. My character's sci with max flow caps, I run something like 75/75/25/25 and via efficiency, performance, gear, leech, and EPT skills I run that power level in my battle configuration.

I think the BoP gives 15 weapon power... If I'm not mistaken, I can't check right now. So 75+15+5(Assim console) +something like 12 from leech and 6 points in weapon performance you will cap it out at 124-5. Shields are similar, but instead of the console and ship bonus you'll be running EPTS 1 constantly. Also 6 points in shield performance and EPS coils so your EPTS 1 gives more power. Leech and performance skills keep your aux and engines high while you're in combat, letting you go fast and heal with aux powers.

Enough in impulse to let you hit the magic 24 impulse speed at full in combat config with the borg engines. Gotta get that max defense and then throw the KHG shield subvert on top to max your mitigation. Won't hit like a real escort but you'll have a mean shield tank and maneuver like a kite.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-28-2012, 11:18 AM
Ahhh okay I understand you there. I do something similar with my engineer. It's almost impossible to NOT have power with an engy I suppose. I thought I was missing some accolades or something that allowed you to just park your settings themselves that high. Good ideas there thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-28-2012, 11:51 AM
Wow, I can't see myself flying anything ese than a BOP, I love my B'Rel I wore down an Odyssey the other day, after my first run his shields was still at 100%, but that was because he used all of his magical defensive abilities. The other pass, Alfa'd and fresh out of cloak, I took him down almost to death due to his abilities being on cooldown. After that he just couldn't take much more.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-28-2012, 12:02 PM
Quote:
Originally Posted by Thissler
These ships just seem to come up short. They have fewer weapons, tactical consoles, engineering consoles, are short one ensign slot, have about ten k less hull and less shields. So they will have less resistances and less damage output, and a smaller overall health pool.

I guess back in the day the universal slots were so strong and unique so there was a trade off involved. But they are no longer unique. Or was it that they were supposed to be some sort of ersatz science ship? Well now that we have pocket sub nucs is this still a valid argument?

Battle cloak? Is that it? Who uses that really?

I suppose a Bird of Prey could be effective. In Hello Kitty Online.

Post how it is that you think you've made a Bird of Prey viable.

Or post how it is that you like the pretty explosion they make on your screen.
..................

L O L



Ok after I had my good laugh, I felt I should explain a few things..

The Bird of Prey Hegh'ta and the B'rel Retrofit are Raider class ships. They are hit and Run designed. Your ment to get in.. strike a target.. hopefully take it down.. maybe stay in a fight for a short time, then retreat back into cloak. Your NOT an escort. Your NOT a science ship. And your definitely NOT a Cruiser.

Here is my Tac/B'rel-R build I have been using since flying a B'rel (And pretty much before the B'rel became useful in the Hegh'ta prior)

Stations:
Cmd Tac: Rapid Fire 3, Omega 1, High Yield 2, Tac Team
Lt Cmd Sci: Shockwave 1, Transfer Shield Strength 2, Polarized Hull 1
Lt Sci: Hazard Emitters 2, Science Team 1
Lt Engi: Emergency power to shields 2, Engineering team 1

Fore Weapons: 2x Dual Heavy Disruptor Cannon Mk XI [CrtD][CrtH][Dmg] (Not optimal, I know), Bio-neural Warhead, Quantum Torp Mk XI [[Acc][CrtD][Dmg]
Aft Weapons: 2x Disruptor Turrett Mk X [Acc] [CrtH][CrtD]
Full Aegis Set
Devices: Engine Battery, Subspace Field Modulator
Engineering Consoles: Mk XII Common EPS Flow Regulator, Mk XII Common Neutronium Alloy, Borg Console
Sci Console: 3x Mk XI Rare Shield Emitter consoles
Tac Console: 2x Zero Point Chamber Mk XI Rare, 1x Disruptor Mk XI Rare

Doffs really don't matter much to this build right now. Sure I could try to get the Subnuk Doffs.. but the build has worked well before the DOFF system..

This is the build I have been using to terrorize Ker'rat since October 2010 when I was with RzR fleet. It does what a BoP is supposed to do.. it goes in.. It Strikes a Target unsuspected HARD, disabling them with Shockwave, Distracting them with the Bio-Neural Warhead, and then gets out depending on the situation.

If your trying to play a BoP like an escort.. well.. like was said above.. your doing it wrong.
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