Consolidating from that other post while my STO client is checking for errors...
Originally Posted by Phaulkon
I did use search before posting that said don't flame me in not using the search.
I made a TorpBoat, but what i need to know is
1.)What Tactical Consoles, Science Consoles and Engineer Consoles i need.
2.) What tactical and Science skills do i need?
3.) I'm happy with my current engineer skills ( Auxilery power to Infrastructure which heals me for 2k while invis and another heal that heals me for 5.2k but pops me out of cloak temperarly, which is fine for me.)
B'rel Retrofit exclusively in PVE so far. The more experienced KDF players might say more since I'm just a F2P n00b.
I've done the Undine/Borg missions exclusively with the B'rel torpedo boat (Normal difficulty). I've done the "Clear out the Borg" mission thing with the B'rel, and I actually prefer taking on the n00b-y Cubes rather than Borg Spheres (just Normal so far). And I've done a bit of the "Clear out the Federation" missions, including some on Advanced difficulty.
I've also done the anti-Federation PVE mission thing with the Norgh-class BoP on my low-level KDF Eng, all the way to Elite mission difficulty, using a Torpedo Norgh. It's more complicated without the Enhanced Battle Cloak, but the tactics are similar, and you kind of have to refine what you do without the B'rel's benefits. It's great practice, I think.
Anyway, on my B'rel...
FORE: Chroniton Torp Mk XI, Rapid fire Transphasic Mk XI, Hargh'Peng Mk XI, Dual Tetryon Beam Bank Mk XI
AFT: Chroniton Mk XI, Hargh'Peng Mk XI
(Not the most ideal torpedo setup, but it is colorful! I want to run Plasmas for the DoT on occasion, and anything more becomes cost prohibitive.)
Deflector: Tachyon Deflector Array (for stealth & particle generator since I am Sci)
Impulse Engine: Hyper-Impulse Mk XI (makes more sense than the Breen or 2800 stuff that would be my alternative at this point)
Shields: Reman Mk XI
Eng Consoles: Injector Assembly Mk XI (moar speed!), Neutronium Alloy Mk XI, Monotanium Alloy Mk XI
Sci Consoles: Stealth Module Mk XI, Particle Generator Mk XI, Borg Universal Assimilated
Tac Consoles: Warhead Yield Mk XI, Transphasic Mk XI, Chroniton Mk XI
I run 2 Tac, 2 Sci Boffs.
Torpedo Spread I, II, III
HY Torpedo I, II
2x Polarize Hull I
Sci Team II
Hazard Emitters II, III
Gravity Well III
I'm always at/near full engine power. I basically never fire my Dual Tetryon Beam Bank, but I feel the need to have them.
I have a Tricobalt Torpedo Mk XI, the Breen Cluster Torpedo Mk XI, 2x Plasma Torpedo Mk XI in the bank when I feel like switching it up. The main killers are the Transphasics & the Hargh'Peng. I should really get another Rapid Fire Transphasic, but I have to repeat the last 2800 mission a few more times first :p
EDIT: Hey! The new Jem'Hadar shields have Kinetic resistance & crew death/disable resistance! That's nice for n00b torpedo boats like mine.
The first clip I did have 2 Tac. BOFFs but I found it wasn't really needed that much, it was good having 2 HYT3 for the cooldowns but the Engineer BOFF with 2 skills to move faster and a heal worked out better.
Cool vid! What power was it that you used to prevent that guy's escape? I have a problem with escorts bugging out when they see the bioneural coming their way!
It is the Barrier Field Generator off one of the C-Store ships (I have it in my Eng. console slot), it comes in very handy to either cover your own escape or to just be plain annoying by blocking others.
I also use it to help team members who look like they are getting beaten, I target their target, fly between them and put the barrier up to give them time to heal up.
And I assume in relation to escorts bugging out, your thinking launch the Bio-N from behind, then evasive past them and drop the barrier in front?
On my Klingon tactical officer I go with a traditional escort setup, namely two DHC, two torpedo launchers, two turrets. I'm thinking about swapping out a turret or two for a mine.
It seems to work relatively well as a hit and run fighter. Manuver close, go all out on tactical buffs, drop cloak, hit hard and if you get in a bad spot, hit evasive maneuvers, tactical team and recloak when out of range.
Hahaha I had the mission difficulty set to Advanced during my first run through "Boldly They Rode". I was wondering why the Jem'hadar were not dieing very quickly during the Ground part, and I had to switch to the Physicist kit because I was soloing as a Science Officer & I don't have fancy ground gear.
The space part? Easy with the torpedo B'rel, and the clump of Starfleet ships that also come in. I'm sure I could have done it myself, but there's no option to ditch Starfleet.
And I stay at long range, mostly, with my B'rel. I don't engage up close because of Tractor Beams & other cloak-breaking abilities... which is also why I kind of prefer Torpedo Spreads since Plasma spreads don't get shot down like HY Plasmas. And it's very colorful to look at when it all explodes
Staying at long range also allows me to run torpedo boats so far on my regular BoPs, depending on the circumstances. Sometimes, it makes more sense to be up close if you need to turn & re-engage cloak before the enemy turns and unleashes torpedos at you.
I should try running Plasma/Tricobalt, though. I'll eventually switch to Quantums, but I'm still building up my character so it's cheap stuff for now.