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Lt. Commander
Join Date: Dec 2007
Posts: 120
Good morning,

I have very recently started playing STO again, (I quit playing at the start of 'The Cure'), I'm a VA47 (A45 was max rank back then), I currently own the T4 Intrepid and the T5 RSV and DSSV.

Going be looking to pick up a new ship, and what I really do not want to do, is spend cash on a ship that I will not enjoy.

I currently don't use the DSSV as I find it to 'slow' for its survivability and the 2nd Ens. Tac Bridge Officer is not really that useful , what I really liked was the Intrepid (T4), it just seems to 'flow' allot better than either of the original T5s

I will be doing mostly PvP with some Daily Missions for PvE (I have zero interest in guilds/clans/fleets), I will be running some of this content with a Friend of mine (Tactical Captain in a Defiant-Retrofit)

I have basically been running 2 Beams (Phaser), 1 Torpedo (Quantum), Front and Rear on my RSV,

Bridge Officer powers are like,

Cmd. Sci. - PO3
Lt. Cmd Sci. - FBP2
Lt. Sci. - ST2
Ens. Sci. - HE1

Lt. Cmd Sci. - FBP2
lt. Sci. - ST2
Ens. Sci. - HE1

Lt. Tac. - HYT2
Ens. Tac. - BO1

Lt. Eng. - RSP1
Ens. Eng. - EPtS1

Being a Tactical Captain I was getting quite a good mix of Survivability and Damage before I stopped playing (I assume at least FBP has been nerfed since I last played).

Which would be the better of the 2 new ships to pick up the Intrepid or Nubula?

Nebula

From what I can ascertain, it would seem like a Tactical Captain in a Nebula ship would give you just about the best 'Jack of All Trades' available in STO. With Commander level Science abilities, the survivability of Cruisers; due to the Hull and Crew compliments with the inherent increase in base shield strength of Science Vessels; the damage potential that comes with the Tactical Captain abilities, utilising the Omni Bridge Officer for a 2nd Lt Tactical and the native Sub-System targeting.

If I was to run with this ship (which I assume in PvP, would be really useful vs. all the Cloaks kicking around). Should I be looking to keep the 2/1 - 2/1 load out of Banks / Torpedoes? Remember I have a Tactical Captain in a Defiant-Retrofit in my party, or switch to a (2/1 – 3/0), as the turn rate will be horrible to try and align a rear torpedo.

Would someone be able to recommend Bridge Officer Powers for all 12 skills. (I would assume the Omni Bridge Officer would be Tactical, but I am not against using this for either Science or Engineering if it gives better options. Being this ship would fly more like a Cruiser I’m guessing that I would run a low Auxiliary value and use Science Bridge Officer powers that do not rely on high Aux.

Intrepid

From what I can remember and from the posts that I have been able to read, the 3rd Ens. Sci slot is at least of some use, as opposed to a 3rd Eng. or Tac. slot being basically useless. The higher Impulse Modifier and Inertia makes this quite a nimble little ship with a high enough base turn to be able to use a Dual Beam Bank.

Taking this into account would a forward facing Dual Bank, Array and Torpedo launcher setup be the ‘best’ for this ship configuration, assuming it is, would you mirror this on the rear (Array not Dual Bank though), or go with a 3/0 setup with Arrays, so you can still preform a relative high damage broadside. (1 Dual, 1 Torpedo, 4 Arrays), This ‘setup’ would require a large amount of power to be distributed to Energy Weapons, while dumping the rest into Aux/Shield, and use the Ablative Shield Generator to soak damage while you can recharge your shields. I’m guessing with only a Lt. Tac. Bridge Officer the lack of a rear torpedo would not be of a concern as you can only have one copy of HYT2 and BO1 (or HYT1 and BO2 – which is better?)

The other option of course is to go torpedo heavy; so 2 Torpedoes and a Dual Bank at the front, 2 Torpedoes and an Array at the rear, run a low power setting to Weapons as kinetic weapons do not change in effectiveness, run the majority of power to both Aux (for higher turn rate to allow lining up of the rear torpedoes) and Shield, making use of weapon batteries before the use of BO1/2

Being that the 2nd option would give you a nice aux power level, it would open up possibilities of using Bridge Officer powers that can make use of this availability, considering the amount of Science Bridge Officer powers available this would seem to be a good thing.

Again would someone be able to offer some suggestions or advice on Bridge Officer Powers for both type of ‘Intrepid’ Play outlined above, if you can also clarify my references the power level settings as well that would be great.

Consoles

Tac: I would assume the use of +Phaser damage or +Torpedo damage would be the most obvious, (using +Phaser ornthe Nebula and 1st Intrepid, and +Torpedo on the 2nd Intrepid)
Eng: Flow regulators on the Phaser heavy designs, but what would you use for the Torpedo heavy Intrepid 2?
Sci: I really have no idea, please can someone give me some suggestions for these.

Wow this post is A LOT longer than I originally thought it would be and I probably have ever more questions. Just hoping that someone can give me some advice.

Thank you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-02-2012, 07:53 AM
Wow, not a single reply and after I spent so much time writting this post.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-03-2012, 04:17 PM
As a fellow science ship captain, I sympathize with your frustration at the lack of response and up-to-date resources / discussion about science abilities and playstyles. From what I could gather from your post, it seems you're focusing on very offense-based builds, so I would suggest looking at threads discussing the the excellent Dragon Flagship build for ideas you might be able to adapt for the Nebula, and take a look at the popular STF Escort thread for ideas you could adapt for the Intrepid. Both have current theories for Free-To-Play mechanics.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-03-2012, 09:12 PM
I think the TYH1 and BO2 is better. BO2 does about 10000 damage with Mk XI DBB and 125 weapons power, which is more than 1 more torpedo. Not only that, it does that same damage to shields or hull.

I have a LRSV Retrofit. The Ablative Armor has saved me many times. Plus it looks awesome. I have it as a panic button mapped to my 4th mouse button.

The Science Ensign is nice for additional support abilities.
http://www.stoacademy.com/tools/skil...ld=Artemis10_0

The forumers here helped me set it up. Its increased its dps from 2200 to 3000.

Fore
2 Dual Beam Banks
1 Quantum Torpedo

Aft
3 Turrets

All Polaron for the -25 energy drain. I use Tyken's Rift 3 and target subsystems to drop shields. The "Raw" damage may be less than Cruisers of escorts, but the Net damage due to directly hitting hull is better than most cruisers, plus you get the support abilities and best survivability.

I dont even need to change to a High(er) Aux power setting because its so high already.
As long as you keep up EPtW, you can max out weapon power. I have 70% max defense and 24.4 degree/sec turn rate which is as much as my advanced escort.

Non Combat
[95 / 75]
[54 / 25]
[57 / 35]
[95 / 65]

In Combat with MACO shields
[124 / 75]
[56 / 25]
[59 / 35]
[97 / 65]

I havent used the Nebula, but the universal slot sure would be nice. With the Lt.Com Engineer, you have insane survivability with EPtS x2 and RSP. Or you could run EPtW x2, plus RSP. You probably arent going to be able to use DBB very easily though. Fly it like a cruiser, hit like an escort and support like a SV. Thats one versatile pancake.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-04-2012, 04:12 AM
I did end up going with the Nebula, currently running Mk 11 green gear on average.

Boffs

THY1 / BO2
EPtW1 / EPtS2
EPtW1 / EPtS2 / RSP2
ST1
ST1 / HE2 / FBP2 / ES3

Power levels in combat - 125 / 108 / 64 / 110

Fore - Beam Array / Beam Array / Beam Array,
Aft, - Quantum / Beam Array / Beam Array

Rear torp is better than front, when you strafe something in PvP, you wont be able to get your nose in, but a quick anti-turn and you can get your nose out for the aft in.


Stupidly tanking, not to sluggish, quite good dmg, good team heals,
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-04-2012, 02:18 PM
Quote:
Originally Posted by Cygone View Post
Wow, not a single reply and after I spent so much time writting this post.
Sorry, I gave up on my Sci/Sci after I found out my Tac/Tac killed stuff 500% faster. Science abilities are fun, but the opportunity cost is simply too high.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-04-2012, 04:03 PM
A couple of questions about your setup, Hyprodimus:
1) What consoles are you using in your setup?
2) With regards to your energy settings, I assume you're listing them (from top to bottom) weapons, shields, engines, auxiliary?
3)With your polaron weapon focus, have you looked at the Jem'Hadar space set benefits? What type of shields, engines, and deflector are you running to support your setup?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-04-2012, 05:23 PM
Cygone: how are you getting power levels so high?
It doesnt seem possible even with Emergency power to X.

Warbird_7:
Consoles
Eng: EPS, Neutronium, RCS
Sci: Ablative, Field Generator, Flow Capacitors, Borg
Tac: Polaron, Polaron

Correct, so max Weapon power, minimal shields as shield power only gives resistance and I have 3 resistance skills and like 4 heals with high Aux, enough power engines to max out defence at 70% and the rest in aux.

I am using MACO shields. The difference in actual capacity from Aegis is negligible at Mk XI when you take into account that it adds +2 to all power settings, has double the regen and 5% damage adsorption and half the bleed through. Start grinding STF my friend.

Aegis Engines and Aegis deflector. The 2 set combo gives +10 defence. The deflector adds to shield power and captain skills in shield capacity and heals. Make sure you have the subspace field modulator. I never use batteries, with the EPS console you can switch to max Aux in literally 1 second.

The jem'hadar set only gives a polaron damage bonus. Not enough to offset the hugh increase in defensive capabilities that the current gear gives. And common, you cant beat the MACO shield visuals. Im assuming the Jem'Hadar shields will give it a purple glow or something.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-04-2012, 05:46 PM
Quote:
Originally Posted by Cygone View Post
Good morning,

I have very recently started playing STO again, (I quit playing at the start of 'The Cure'), I'm a VA47 (A45 was max rank back then), I currently own the T4 Intrepid and the T5 RSV and DSSV.

Going be looking to pick up a new ship, and what I really do not want to do, is spend cash on a ship that I will not enjoy.

I currently don't use the DSSV as I find it to 'slow' for its survivability and the 2nd Ens. Tac Bridge Officer is not really that useful , what I really liked was the Intrepid (T4), it just seems to 'flow' allot better than either of the original T5s

I will be doing mostly PvP with some Daily Missions for PvE (I have zero interest in guilds/clans/fleets), I will be running some of this content with a Friend of mine (Tactical Captain in a Defiant-Retrofit)

I have basically been running 2 Beams (Phaser), 1 Torpedo (Quantum), Front and Rear on my RSV,

Bridge Officer powers are like,

Cmd. Sci. - PO3
Lt. Cmd Sci. - FBP2
Lt. Sci. - ST2
Ens. Sci. - HE1

Lt. Cmd Sci. - FBP2
lt. Sci. - ST2
Ens. Sci. - HE1

Lt. Tac. - HYT2
Ens. Tac. - BO1

Lt. Eng. - RSP1
Ens. Eng. - EPtS1

Being a Tactical Captain I was getting quite a good mix of Survivability and Damage before I stopped playing (I assume at least FBP has been nerfed since I last played).

Which would be the better of the 2 new ships to pick up the Intrepid or Nubula?

Nebula

From what I can ascertain, it would seem like a Tactical Captain in a Nebula ship would give you just about the best 'Jack of All Trades' available in STO. With Commander level Science abilities, the survivability of Cruisers; due to the Hull and Crew compliments with the inherent increase in base shield strength of Science Vessels; the damage potential that comes with the Tactical Captain abilities, utilising the Omni Bridge Officer for a 2nd Lt Tactical and the native Sub-System targeting.

If I was to run with this ship (which I assume in PvP, would be really useful vs. all the Cloaks kicking around). Should I be looking to keep the 2/1 - 2/1 load out of Banks / Torpedoes? Remember I have a Tactical Captain in a Defiant-Retrofit in my party, or switch to a (2/1 – 3/0), as the turn rate will be horrible to try and align a rear torpedo.

Would someone be able to recommend Bridge Officer Powers for all 12 skills. (I would assume the Omni Bridge Officer would be Tactical, but I am not against using this for either Science or Engineering if it gives better options. Being this ship would fly more like a Cruiser I’m guessing that I would run a low Auxiliary value and use Science Bridge Officer powers that do not rely on high Aux.

Intrepid

From what I can remember and from the posts that I have been able to read, the 3rd Ens. Sci slot is at least of some use, as opposed to a 3rd Eng. or Tac. slot being basically useless. The higher Impulse Modifier and Inertia makes this quite a nimble little ship with a high enough base turn to be able to use a Dual Beam Bank.

Taking this into account would a forward facing Dual Bank, Array and Torpedo launcher setup be the ‘best’ for this ship configuration, assuming it is, would you mirror this on the rear (Array not Dual Bank though), or go with a 3/0 setup with Arrays, so you can still preform a relative high damage broadside. (1 Dual, 1 Torpedo, 4 Arrays), This ‘setup’ would require a large amount of power to be distributed to Energy Weapons, while dumping the rest into Aux/Shield, and use the Ablative Shield Generator to soak damage while you can recharge your shields. I’m guessing with only a Lt. Tac. Bridge Officer the lack of a rear torpedo would not be of a concern as you can only have one copy of HYT2 and BO1 (or HYT1 and BO2 – which is better?)

The other option of course is to go torpedo heavy; so 2 Torpedoes and a Dual Bank at the front, 2 Torpedoes and an Array at the rear, run a low power setting to Weapons as kinetic weapons do not change in effectiveness, run the majority of power to both Aux (for higher turn rate to allow lining up of the rear torpedoes) and Shield, making use of weapon batteries before the use of BO1/2

Being that the 2nd option would give you a nice aux power level, it would open up possibilities of using Bridge Officer powers that can make use of this availability, considering the amount of Science Bridge Officer powers available this would seem to be a good thing.

Again would someone be able to offer some suggestions or advice on Bridge Officer Powers for both type of ‘Intrepid’ Play outlined above, if you can also clarify my references the power level settings as well that would be great.

Consoles

Tac: I would assume the use of +Phaser damage or +Torpedo damage would be the most obvious, (using +Phaser ornthe Nebula and 1st Intrepid, and +Torpedo on the 2nd Intrepid)
Eng: Flow regulators on the Phaser heavy designs, but what would you use for the Torpedo heavy Intrepid 2?
Sci: I really have no idea, please can someone give me some suggestions for these.

Wow this post is A LOT longer than I originally thought it would be and I probably have ever more questions. Just hoping that someone can give me some advice.

Thank you.
Honestly your build is all over the place, no offense intended.

If you want something which relies on feedback pulse as your primary DPS this is what I would do. It's more of a PvP build which is brutal in Cap and Hold. Not so much in Arena because everyone will ignore you. Feedback Pulse is also too situational for STF's to be reliable. This build is also not good for leveling PvE content or dailies since NPC's do so little damage to you.

Nebula R

Lt. Tactical
Torpedo High Yield 1 (you could also utilize a Tactical Team here as well but I was thinking Torp Boat loaded with Trics and Plasma)
Attack Pattern Delta 1

Lt. Commander
Emergency Power to Shields 1
Reverse Shield Polarity 1
Auxiliary to Structural Integrity Field 2 or Eject Warp Plasma 1

Commander Science
Hazard Emitters 1
Science Team 2
Photonic Shockwave 1 (or CPB or TBR or Tachyon Beam...anything really)
Feedback Pulse 3

Lt Universal (Engineer)
Emergency Power to Shields 1
Reverse Shield Polarity 1

Ensign Science
Tractor Beam 1

One thing to take note of is running dual copies of RSP 1 is key to this build. You will basically get a copy available every minute to work in conjunction with your Feedback Pulse. Why? Because Feedback Pulse shares a cooldown with Transfer Shield Strength and you'll want the shield refill and the 6 seconds of invulnerability when taking concentrated fire. You'll also be lacking shield resists due to being without TSS and also not having Science Fleet as a Tac captain. When taking concentrated fire activate Feedback Pulse and APD1 with Tac Buffs. Use RSP when shields start to weaken. You would also want a couple of developmental lab scientist DOffs to get the extra copy of Science Team 2 that comes with the cooldown reduction. Perhaps also stack 3 shield distribution DOffs for kicks as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-05-2012, 04:46 AM
I take back what I said about the Jem'Hadar set. The Deflector boosts Graviton Generators and Flow Capacitors and Inertial Dampers. Its the perfect Science Ship deflector. Polaron also gets boosted by Flow Capacitors. The Engines boost Weapons power, even though its only +2.5. They have a higher +turnrate as well.
I could be at 70 weapons power and be at close to 123ish with back to back EPtW.
The shields are also resilient,, not sure if they will beat +2 to all power settings the MACO gives.
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