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Lt. Commander
Join Date: Dec 2007
Posts: 120
Thanks for taking a look at my thread, I've started running STFs and while normals seems to be OK, I'd like to start developing a gameplan for equipment readiness for Elites. (Yes ... I know gear isnt everything, and my skills need to develop too. I wont be jumping into your elite queues before I'm ready ) Still, it would be good to have a plan for what gear to spend these Marks on first, to better prepare for elite missions (primarily space). I've outlined my current gear set below and would appreciate your advise (go ahead and tell me what needs replacing first, second etc ...) on the order of what gets replaced first.


My current devices on my R-Defiant include:

* MK-XI DDHC (255 DPS) w/ 2% crit chance (blue)
* MK-XI DDHC (261 DPS) w/ 10% crit sev (blue)
* MK-X DDHC (238 DPS) w/ 2% crit chance, 10% crit sev, 10% acc (purple)
* MK-XI Quantum Torp (394 DPS) w/ 40% crit sev (purple)

* MK-XI Disrupter Turret w/ 2% crit chance, 10% acc (purple)
* MK-XI Disrupter Turret w/ 2% crit chance, 10% acc (purple)
* MK-XI Quantum Torp (394 DPS) w/ 40% crit sev (purple)

* Full Aegis Set

* Devices - Subspace Field Mod & Shield Batteries

* Eng Consol - Field Emitter XI (+3.5 Shield Pwr Setting) (blue)
* Eng Consol - Universal Cloak Device
* Eng Consol - SIF Generator (+18 Hull Repair) (blue)
* Sci Consol - Borg Universal Assimilated Mod
* Sci Consol - Biofunction MK-XI (35% crew heal) (blue)
* Tac Consol - ZeroPoint Quantum Chamber MK-XI (+26% dmg) (blue)
* Tac Consol - ZeroPoint Quantum Chamber MK-X (+24% dmg) (blue)
* Tac Consol - Disrupter Induction Coil MK-X (21% dmg) (white)
* Tac Consol - Disrupter Induction Coil MK-XI (22% dmg) (white)


Thanks!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-01-2012, 02:07 PM
i would personally get rid of the torps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-01-2012, 02:10 PM
Quote:
Originally Posted by xixboneheadxix
i would personally get rid of the torps.
What would you recommend replacing them with? I'm assuming a 4th DDHC up front and a 3rd turret in the rear? I've read the weap power consumption of a full cannon/turret build creates problems. yes? no?

thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-01-2012, 02:14 PM
I would get rid of the fore torpedo launhcer...I never found much use for a forward torpedo launcher on an escort since an extra cannon will add greatly to the damage done. keep the one in the rear.

forward torpedo launchers I guess are best used on cruisers.

replace the 2

Tac Consol - ZeroPoint Quantum Chamber MK-XI

with 2 Tac Consol - Disrupter Induction Coil MK-XI
make sure they are either blue or purple.

do the last part if your not specialized in Torpedos IE have many Torpedo abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-01-2012, 03:03 PM
Got my first 10 Marks ... should I pick up the Borg Shields and Engine? Or should i simply skip over Borg gear and save up for MACO shields?

thx
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-01-2012, 03:06 PM
Serious questions - I am not trying to troll. It's quite possible I'm misunderstanding something about ship power.

How are you maintaining your power levels with 4 forward facing cannons + 2 turrets? You're losing 12+12+12+8+8 = 52 energy when firing. Even if you're at 125 that brings you down to 73. Running the 4+2 setup that brings your damage to 256*4+132*2=1288*(73/50) = 1880 DPS.

Remove one DHC and you end up with (256*3+132*2)*(85/50) = 1754 DPS + 458*1/10 (shield pen on a photon torp is 10%, correct?), which leaves you at 1800DPS. Slightly lower before shield penetration, but once you tear down a shield it's devastating. If you turn your torpedo autofire off you can truly make that count by firing just before a shield drops.

(I know power levels don't work exactly like that, but seriously, the math for figuring out the exact utilization is super complex)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-01-2012, 03:16 PM
Ahh, right, energy weapon consoles make a more notable difference in there... ignore me
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-01-2012, 03:18 PM
Quote:
Originally Posted by Lockerd View Post
I would get rid of the fore torpedo launhcer...I never found much use for a forward torpedo launcher on an escort since an extra cannon will add greatly to the damage done. keep the one in the rear.

forward torpedo launchers I guess are best used on cruisers.

replace the 2

Tac Consol - ZeroPoint Quantum Chamber MK-XI

with 2 Tac Consol - Disrupter Induction Coil MK-XI
make sure they are either blue or purple.

do the last part if your not specialized in Torpedos IE have many Torpedo abilities.
you cant get purple consoles in mk xi can you?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-01-2012, 03:19 PM
Get rid of the aft torpedo launcher and replace it with a turret. Turrets are always firing, an aft torpedo laucher willl only fire when you're headed away from you're target. In an escort you should be yanking, banking and strafing so most of your firepower should be forward. It is possible to run 4 DHC and 3 turrets, but I like to keep a torpedo launcher up front. If you're using a set of energy-type specific tac consoles weapon power level hardly every goes down.

With the Defiant-R you have an Ensign tactical slot. Even if you're running two tac teams (which you should be) you'll still have that extra ensign slot. So put in a forward torpedo launcher with Torpedo Spread I and you'll have some extra pop for strafing runs, or crowd control against probes in KA.

Get the assimilated console and borg set now. I wouldn't bother with the Mk X. Get the MACO Mk XI shield when you can. Use borg set/Maco shield combo until you get the full MACO set.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-01-2012, 05:28 PM
Alikkon, thanks for the math lesson. Really! I never looked at the computations (at all) that way and didnt realize the only reason i wasnt sucking weapon power wind was that console keeping me in the fight.

Bringram, thanks for your advise too. I do enjoy the Torp up front and yes, i'm running 2 - Tac team 1s. Frankly I forget right now what's in that reamining ensign slot but I think it's scatter or volley 1.

Looks like i'll be shopping for 2 of the 3 Borg pieces with my 10 Marks. another 5 shouldnt be a prob. then time to start saving up for the MACO shield. then plan towards full Maco MK-II. that's the kind of plan i was looking for.

xixboneheadxix, you're right I should change out those white tac consoles ASAP, but the Exchange is so damned expensive on anything Phaser or Disrupter. I get disgusted and refuse to pay those prices ... and drops havent been kind to me. But alas ... you're right. they must go!
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