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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-28-2012, 01:28 PM
Quote:
Originally Posted by Thissler
Good ideas there thank you.
You're welcome. I daresay, at the risk of being arrogant, I'm one of the empire's (several) master BoP pilots. Been around since beta, basically trained my fleet in how to fight, and we do alright for ourselves. As for the Bird, it is a ship who's maneuverability and versatility inherantly favor a pilot that has extensive experience with the ship. It will very easily die to a critical error, even if tanked much like my design.

Hope you find your niche with the BoP and stick with it long enough to see it's high points.

Fly fast, kill ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-28-2012, 01:51 PM
Dont let me catch you in Ker'rat, that is all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-28-2012, 02:08 PM
Quote:
Originally Posted by Kilawpilath View Post
..................

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.
Okay ty for posting but there's a couple things here I don't get. So in and out or you're doing it wrong. Aight. So lets say that gives us 25 seconds out of cloak. Why so many teams? Its likely you'll only be using one. You won't have time to use two. I didn't know the regen consoles stacked so efficiently. But even so do you think the 3 ticks of regen you get outweigh the 35% console? And what does the EPS do in there? Does that boost the TSS and EPS values? I guess I'm getting lost as that seems like a build you would use if you wanted to maximize time out of cloak. But you say that's bad. So I'm not sure what to make of it.

TY again for posting.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-28-2012, 02:28 PM
I have found mine to be limited in STFs where the ability to stand and deliver constant DPS or at least maintain withering fire is an advantage. I know I have to revise my build to make better use of the BoP but given that, as a sci captain, I have to sacrifice DPS to have some CC it bothersome to say the very least. If I was to try to up the survivability DPS, CC or both would suffer.

I need to either find a build combo for the BoP that will make a KDF sci toon viable in elite STFs or look into trying to make a BG level Varanus do the job.

But having to sprint away from the fray, when I am lucky enough to not have been outright one shotted, every couple of seconds to spend a couple minutes licking my wounds helps the PUG little and makes me an onerous weight to carry. Especially considering that I am not keeping nano-Borg and time traveling spheres/probes from getting to what they want to fiddle with. The moment that I drop GW or Tykens I become the target du'jur even with 0 in Threat Control. Getting a PUG to support you with heals, like you do them... Ha Kirk it n00b!

Any advice would be appreciated.

Outside of STFs I still feel that a BoP is still a very effective bird, and actually prefer it.

Sincerely,

Pi, "I don't have this issue on my Fed science toons," Wright42
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-28-2012, 03:24 PM
I love my BOP, and I hope it doesn't get "watered down" too much with all the new ships with universal BO slots coming out.

Quote:
Originally Posted by piwright42 View Post
I have found mine to be limited in STFs where the ability to stand and deliver constant DPS or at least maintain withering fire is an advantage. I know I have to revise my build to make better use of the BoP but given that, as a sci captain, I have to sacrifice DPS to have some CC it bothersome to say the very least. If I was to try to up the survivability DPS, CC or both would suffer.
Sci captains can be great in a BOP. I've been running around in Kerrat the past week as a sci Bop, having a great time. Can't say I'm the greatest pilot, but I do get quite a few death threats in zone chat from angry Feds, so I must be doing at least some things right. You have to keep in mind that no ship is going to allow you to have both uber CC and DPS at the same time. You need to accept this fact. You don't have this problem on your fed because your role is already pre-defined as a fed. In a sci ship, you are CC, not DPS, end of story. That said, a BOP is probably the closest you are going to get in terms of having both.

I have multiple set ups on my BOP (had to buy 2 additional BO slots in order to accommodate all the BOs) which I use depending on the situation. I don't have any C-store P2W weapons or consoles, unless you count the red matter capacitor from the pre-order way back when. Your best ability is SNB. Against an Oddysey one on one, I win 90% of the time. They almost all have RSP as an ability. When you see that green glow, you know you have him on the ropes. That's when you use SNB, and then finish him off. One on one, I tend not to battle cloak as it is not needed. I usually only use it when it is a 3 or more on one situation.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-28-2012, 03:31 PM
I've been a BoP captain since launch. I've never had problems with it, it the most reliable and flexible ship in the game and i would consider it the "AK-47" of star trek online.

ever heard of the phrase "Its the player not the game." Same sort of thing in this instance. Its the Captain not the ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-28-2012, 04:04 PM
Tac BoP,

Rapid fire 3, Rapid fire 2, beta 1, tac team 1
Shockwave 1, Transfer shields 2, Polarize hull 1
Transfer shields 2, Hazard emitter 1
Power to shields 2, Power to shields 1

4 heavy cannons, 2 turrets. Works pretty good for me


Sci BoP,

Rapid fire 3, Rapid fire 2, Delta 1, Tac team 1
Gravity well 1, Transfer shields 2, polarize hull 1 or Charged Particle Burst 2 instead of grav well
hazard emitter 2, Sci team 1
Power to shields 2, power to shields 1

4 heavy cannons, 2 turrets. Has been working great for me



Or just for fun in Kerrat, and those 1v1 situations where you want to **** someone off.

Sci BoP

Tykins rift 3, Energy siphon 2, Hazard emitter 2, Tractor beam 1
Target engines 3, Target engines 2, Tac team 1
Scramble sensors 1, Tractor beam 1
Power to shields 2, Power to shields 1

bio neural warhead, polaron beams fore and aft, leech console. Control, drop power levels, use BoP agility and tractor beams to focus on one shield facing. It takes time, but will always get you a kill. Assuming someone else doesn't come in and wreak ya. Also, don't take this into an arena.


No other ship can go from a full on Tac setup with heavy canons/dual beam bank/torps with rapid fire/beam overload/high yield and transform into something completely different and go heavy sci with beams, if you wanted to go that way.

I would however love to see new variants of the BoP come out that are more focused on one thing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-28-2012, 05:29 PM
Quote:
Originally Posted by Thissler
Okay ty for posting but there's a couple things here I don't get. So in and out or you're doing it wrong. Aight. So lets say that gives us 25 seconds out of cloak. Why so many teams? Its likely you'll only be using one. You won't have time to use two. I didn't know the regen consoles stacked so efficiently. But even so do you think the 3 ticks of regen you get outweigh the 35% console? And what does the EPS do in there? Does that boost the TSS and EPS values? I guess I'm getting lost as that seems like a build you would use if you wanted to maximize time out of cloak. But you say that's bad. So I'm not sure what to make of it.

TY again for posting.
The Build is designed for 2 things: 1, The in and out when by my self. (It has Defenses for most of those situations) And 2, short term stay time for when on a team, or with a group. (Thus the reasons for Sci team, and Engi team for Clearing Sci and Engi based debuffs like Subnuc and Target Subsystem attacks) And that 20 seconds out of cloak can be hell when you swoop into a group of Feds to kill 1 target and have to get focus fired by the remaining feds all while trying to take down your target. How ever, that is in the perfect scenero where there might only be 1 other Escort near by. If it's a group of 5+ Escorts, I don't even bother decloaking with out help.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-28-2012, 05:35 PM
Quote:
Originally Posted by Latinumbar
I have multiple set ups on my BOP (had to buy 2 additional BO slots in order to accommodate all the BOs) which I use depending on the situation. I don't have any C-store P2W weapons or consoles, unless you count the red matter capacitor from the pre-order way back when. Your best ability is SNB. Against an Oddysey one on one, I win 90% of the time. They almost all have RSP as an ability. When you see that green glow, you know you have him on the ropes. That's when you use SNB, and then finish him off.
The Green Diaper isn't what it used to be. I don't know if I'd use SNB always for an RSP. I might use it on the guy who already used his RSP.. force him to Tac team + Shield buff.. THEN use SNB because now he won't have RSP, Tac team, or a shield buff avaliable to defend himself.. and you might get the lucky hull heal as well. But that's my opinion on that matter.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-28-2012, 05:50 PM
The BoP is like a finely tuned sniper rifle. A poor or average marksman won't notice much difference compared to a nice hunting rifle, but a seasoned marksman will notice the difference, and be able to use that sniper rifle to it's fullest.
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