Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-07-2012, 03:40 AM
I've had limited success with pulling a "General Chang" if we're talking about the B'rel, simply put, you're unlikely to come across an opponent who can't out heal the damage, furthermore, if you're firing fast enough to make the most of a "torpedo boat", you're going to be uncloaked most of the time, inspite of a high defence value. Torpedo global cool down is 3 seconds. Firing a torpedo reveals you unshielded for 3 seconds. Neutronium armour and the HG set will help mitigate this, along with things like APO and the subspace field modulator, and running engines at full. But all in all, one well timed HYT or tractor beam and things start looking bad.

Personally, I've had the best luck with the B'rel using it as a weaker, sneakier Hegh'ta, you'll take damage faster, so should battle cloak sooner, but the B'rel can heal itself while cloaked. This is one of the few uses of the EBC that doen't leave you vulnerable. Also, you can begin some parts of your alpha prior to dropping the cloak, lessening enemy reaction time. If you open with a PSW for example, you can pop that, then decloak while they're stunned and unload your barage. Also, as dropping mines doesn't put you into red alert as far as I recall (I could be wrong), you can lay a big minefield as a trap while cloaked, even hot-swapping different mines as you need them, say tricobalt, tractor mines, chroniton mines etc, then putting turrets back in for an alpha.

Generally though, with making any BoP tough, at least as far as any can be made to be, I find using both lieutenants for engineers, the lieutenant commander for sci, and the comander for tactical gives it plenty of bite, but enough healing and dirty tricks to survive long enough to do what you were going to, then escape again. BoPs are guerillas, not brawlers, and need to be flown as such.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-07-2012, 04:39 AM
3 Rapidfire Transphasics will fire all in 3s (8s reload) and running the Mine Launcher or a Tricobalt for situational use. 6s out of cloak and you should be near max range. Zoom in and drop the big one, Surprise and misdirection are key here.

Like any BOP choose your target wisely don't solo a Fedball, strike after combat has been engaged.

And yes to all Suicide runner BOP pilots who give the Feds free kills try another ship. Not that they are the people who "read" forums to try and improve.

Suicide Runners are the guys who decloak before the group get there and just die constantly when your trying to organise a strategy or choosing a target for the group.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-07-2012, 06:03 AM
First lets go with a typical tactical bridge officer layout. CMD, LTC, will be tactical. The two LT slots will be eng and sci. You can also purchase all efficient officers for your bridge. This will help with your power levels. It's also not terribly pricey.

TT1, CRF1, BO3, APO3

TT1, APD1, THY3

This provides a good offense with good defense. Remember that some of the best tactical attack buffs are also very strong defensive buffs. This is why you choose the Delta pattern over the Beta.

Engineer will take EPTS 1 and 2. Very good shield resistance and heal.

Science you may feel like you need the science team to clear AMS. Generally I just bug out if AMS happens. Mostly because if the entire PUG doesn't cleanse themselves, your own team will kill you. I carry Hazard Emitters for heal and resistance, and Polarize for mobility and resistance.


Engineering consoles will give you hull resistance. You can likely buy 3 common neutronium mk XI consoles. This will give you about 35% resistance across the board. Possibly a bit more. You could use a turn rate or a flow rate console as your third instead. But you're already in the best turning ship there is. The flow console could boost the EPTS but they will do what you need them to as it is. So for now stick with the resistances.

Science consoles are a bit wonky just now. Get the +35% to shields. That is a need. Follow that up with one inertial dampener and the Borg universal console from the set. (You'll also need the rest of the Borg set with the possible exception of the shield)

Tactical take 2x[energy type] and 1x[torpedo type]

If you run the Borg retro set you will get good bonuses to power levels and some nice set bonus as well. You may wish to buy a very rare MK XI covariant [cap]x3 instead of using the borg shield. You may find the higher value worth it. You will need to run STF's to get the EDC for the Borg set, but you should keep in mind that you will want the KHG shield and engine as soon as possible. 2 piece Borg and 2 piece KHG is very strong.

Your weapons need to hit. Buying a complete set of [acc]x3 weapons on the exchange can be very expensive if they are even available. But [acc] x2 are almost always available for much less and also you can find very rare [acc]x2 [crtd] or [dam] or some other desirable modifier for much less. Purchase a full set of at least [acc]x2 weapons of the following types.

Two Dual Heavy Cannon, one Dual Beam Bank, one Quantum Torpedo and two turrets.

Choose your target. Choose your exit route and cover to break LOS. Buff up, decloak, mark your target and unload your torpedoes. Count down and fire your beam overload. Pop one of two batteries. Weapon to finish of your target with CRF and then just evasive out. Or pop engine battery with evasive to get out even further if your target is dead or if it shows no immediate signs of becoming dead. Either case is cause for you to leave.

You have 20 seconds out of cloak. EPTS should be running the entire time. Be ready with polarize hull or emitters combined with brace for impact if you need to cloak under fire. Emitters is great to pop before you cloak as it will continue healing if you've taken damage. When your 20 seconds is up you cloak.

Very important tip. Learn to recognize what buffs your targets have. Firing on an escort that is under evasive, omega, and epts is just as much as a waste of time as firing on a cruiser with RTS3 and RSP could be. If you're not sure at first what the little icons are look them up. In the meantime pick targets with no little icons. The best time is right AFTER all their little icons drop off. Usually this means they are out of buffs for a short time. These are good targets.


Happy flying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-07-2012, 10:28 AM
Use this guide by Hilbert. http://denkbassin.de/sto/

its cookie-cutter and not for the BoP directly but you can adapt it with some pratice and even use other designs besides the double ApO concept to increase your effectivness.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-07-2012, 12:44 PM
Quote:
Originally Posted by Thissler
... lots of stuff....
Sorry but even in my worst nightmare I'd never run that build.

If I want a Tac Cmdr + Tac LtCmdr, I'd run an escort and would not sacrifise weapons, tac consoles and lots of hull and a BO ability on a Battlecloak.
And even for an escort I'd really really dislike that build^^
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-07-2012, 01:27 PM
Quote:
Originally Posted by FirstAngelus View Post
Sorry but even in my worst nightmare I'd never run that build.

If I want a Tac Cmdr + Tac LtCmdr, I'd run an escort and would not sacrifise weapons, tac consoles and lots of hull and a BO ability on a Battlecloak.
And even for an escort I'd really really dislike that build^^

I have no idea where you get that idea from. Hope your nightmares are better than your waking life.

Cheers!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-07-2012, 01:49 PM
I'm going to assume you're a Tac Captain.

1. Doffs use 2-3 Shield Distribution Officers w/2 green or better hazard Doffs. The goal is to have a probability of the Shield Dist Doff ~100% of the time and the +15% x 2 resists every time you use BFI. At max Aux you should see ~1k shield regen/sec per facing from each shield dist. doff that triggers and ~ 3k/siding instant heal. It's basically like getting a free high level TSS and mini PH (resistance boost that is)every time you use BFI. See link below mutually exclusive section on probability.

http://en.wikipedia.org/wiki/Probability

2. Use Warp Core engineer for + power levels to all systems on trigger. This increases your damage and survivability, don't under estimate this.

Try using Omega shields/Deflector w/Aegis Engines. The Engines will give you +5% defense, the shields will give you a speed & turn rate proc, the deflector gives you a targeting boost. The tet glider is going to be nerfed, but it'll still give free damage.

All Energy weapons should have no less then 1 Accuracy proc. Phasers are OP imo, but still no reason not to keep a set in your inventory should a need arise. Using CRF w/Phasers you'll notice a high level of shield facing drops, you can use this w/a BO or Torp HY for high spike alpha.

If you want to last longer, but still have a decent alpha try commander TAC slot w/Tac team 1, HYT2, CRF2, CRF3. Lt. Commander slot epts1, epts2, aux2sif2. Lt sci TB1, HE2, and LT sci PH1, Sci Team 2. This gives you some Tackle, High DPS, 3x shield heals, 2x hull heals, 1 hull resist/anti tractor ability. You still have BFI up your sleave as well. The Aux2sif will provide spike hull heal/resist, while the HE2 can provide resist and ~1k/sec HoT for 15 sec.

Later if you want you can drop the Aux2sif for EWP for an additional slow/tackle or add DEM. Though you'll then only have 1 hull heal every 45 sec, so you'll need to practice positioning to avoid dps, and apply it.

Also, when facing a FaW team don't decloak in the firing range of multiple enemy vessels. You'll likely lose 20-50% of your hull in the time it takes the shields to raise from the decloak.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-07-2012, 03:49 PM
Quote:
Originally Posted by Thissler
I have no idea where you get that idea from. Hope your nightmares are better than your waking life.

Cheers!
While I don't agree with how he said it, I do agree that with that layout, you're not doing anything a Raptor can't do better. It doesn't make the most of the BoP's versatility. The BoP offers you the chance to run decent offensive science or even engineering powers in combination with high level tactical powers. Like PSW, or DEM2, or eject warp plasma etc. I tried running it like an escort for a long time, and it was when I started trying things you can'd do with an escort that the BoP started working.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-07-2012, 04:29 PM
i agree the brel is not worth the points.

but u have to fly a BoP hit and run with as many torps as u can follow ur team mates and fire once they weakend them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-07-2012, 06:20 PM
Quote:
Originally Posted by FirstAngelus View Post
Ships like the BoPs and Escorts are SUPPOSED to get healed by teammates, and its almost curious how you can be in an STF with 3-4 "SO awsome" odysees without getting even ONE hazard emitter or eng team. (And they are probably proud of themselfes for not dying as much as you do^^)
Actually, the BoPs and Escorts should be the second priority for most healers in PvE. The Cruisers should be drawing enough aggro (if they took Threat Control like they're supposed to) that they take the brunt of the enemy's DPS. If the Cruiser aggros and tanks like it's supposed to, the DPS guys shouldn't need to worry about healing (as much). In practice, though, a lot of Escorts need to run off and look for heals, as the Cruisers don't do their job. Since STFs are so DPS-oriented and Elites have broken DPS on the Borg side, it's even common to run into a fight without a tank at all...

As a Cruiser captain, my goal is to keep the Cube looking at me, since I can take (most of) what it dishes out for at least a short period of time, hoping that the Escorts take advantage of the distraction and crush my target.
Quote:
Originally Posted by FirstAngelus View Post
Escorts in theory should still do more damage and pull more aggro for that matter. Practicly... well... pitiyfully it otften doesnt turn out this way.
If you're pulling more aggro than the Cruiser, your Cruiser pal isn't doing his job unless he's doing all sorts of other tricks with his Science boffs. If you're in a BoP, you should be ready to Battle Cloak at an instant if you get more aggro, since the enemy will generally break you in half if it looks at you angrily unless you carry a lot of defensive consoles and boffs.
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