Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
03-11-2012, 01:13 AM
Consolidating from that other post while my STO client is checking for errors...

Quote:
Originally Posted by Phaulkon
Hello,

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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
03-11-2012, 05:01 AM
I keep changing my ship and BOFF setup, but recently I've been using a similar ship layout to KolBrand after I decided RR Transphasics were useless.

At the moment I have;

Fore : Hargh'peng / Quantums / Breen Cluster / Bio-N
Rear : Plasma / Tricobalt

Klingon Honour Guard Set for the +25% Kinetic damage boost
Subspace Field Modulator +34 Damage resistance and +15% defence bonus for 15 seconds
Engine Battery +100 version

Consoles;

Eng. Subspace Jump / Barrier Field and RCS
Sci. 3x Inertial Dampeners (plus maxed out skill to prevent tractor beams holding me)
Tac. 3x Warhead Yield Chamber

BOFF;

Tac. : Tactical Team 1 / Torpedo Spread 2 / Torpedo High Yield 3 / Attack Pattern Omega 3
Eng. : Emergency Power to Engines 1 / Auxiliary Power to the Inertial Dampeners 1 / Auxiliary power to Structural Integrity Field 2
Sci. : Hazard Emitters 1 / Photonic Officer 1
Sci. : Jam Sensors 1 / Scramble Sensors 1

Power levels;

Setting Skills/Bonuses
Weapons 25 (58)
Shields 25 (43)
Engines 50 (70)
Aux. 100 (112)

Video of this in action

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.

Edit : Corrected the link to the updated video
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
03-11-2012, 10:06 AM
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!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 84
03-11-2012, 10:13 AM
Quote:
Originally Posted by Kolbrand
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?

It is on a 2 minute timer alas
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
03-11-2012, 07:41 PM
I use a all-torp karfi... i dont cloak but I do get 2x frigates and 6x power siphon drones...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
03-11-2012, 08:36 PM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
03-11-2012, 09:14 PM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88
03-11-2012, 11:05 PM
Fore: quantums, breen cluster, bio-neural, hargh'peng
Aft: cloaking tractor mines, tetryon turret (?)

Honor Guard shields and deflector
Borg engines

Eng consoles: 2x neutronium alloy, 1x monotanium
Sci: 2x stealth, Borg console
Tac: 3x warhead yield (testing. Was previously 1x warhead yield, 2x tcd subspace infuser)

Boffs:

Tac cmdr. TT1, apb, thy3, apo
Sci ltc. Polarize hull1, jts2, ss2
Lt eng. Empts1, rsp1
Lt eng. Eng team1, aux2sif 1

Power levels:

W 25
S 25
E 50
A 100
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 89
03-12-2012, 12:40 PM
Anyone tried the graviton pulse console with the BoP or any other ships? Since we are running on full Aux the effect would be maximized I assume.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 90
03-13-2012, 03:38 AM
Quote:
Originally Posted by Redstar_swe
Anyone tried the graviton pulse console with the BoP or any other ships? Since we are running on full Aux the effect would be maximized I assume.
That is one of the few consoles I have not unlocked yet. As soon as I do, I shall test that.

The Magnometric pulse works really really well, I've been pushing people 9 - 14 Km with it
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