Go Back   Star Trek Online > Feedback > Federation Shipyards
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
03-25-2012, 07:37 PM
Quote:
Originally Posted by emtbob
If you set up EPTS 2 and EPTW 1 with 3 GREEN Damage Control Engineers you can have both up 75+% of the time, allowing you to run high weapons and aux. With other power management tools I run 125/~100/~80/125. 6x Beams is moderately effective with that setup.
Very nice! I have been trialling it with 6 Beams, and I prefer it to torpedoes, where you need to diversify your skills to cover both. I'll update the build.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
03-25-2012, 08:09 PM
Quote:
Originally Posted by jethro777
Science Slots

Field Generator (+35% Capacity) + Mods that Boost GW3
You won't get much out of the Graviton buffing consoles as NPCs, the important Nanite NPCs at least, don't use any abilities that can get them out of the hold. Basic Sphere's will tend to hit EPtE but they aren't particularly important.
If you're using power drains alongside the holds then Flow Capacitor consoles will buff those, your Polaron proc and your innate Subsystem Targeting abilities so they're a good alternative. If you decide to use the Omega set as well then those consoles will also buff the Tetryon Glider which will help with burning through the NPC shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
03-26-2012, 01:35 PM
Quote:
2 x Dual Beam Bank (Type to be decided, likely polaron initially due to Dominion Mission availablity)
I've tried this...again just yesterday, in fact. I really wanted to like it, but came to the conclusion that even the Recon isn't manueverable enough to make this actually pay off. You spend too much time jockying for position and too little time unloading.

I get MUCH better damage output over a decent stretch of time with 5 beam arrays + 1 front loaded torp. While the recon can't reliably keep things nosed (or at least I can't...), it has NO problems keeping things broadsides (with a little piloting practice) so that all 5 beams are always hitting. 5 Beams > 2 DBB + 3 Turrets. When a torpedo cooldown is happening, you just have to dip your nose inward for a second, release the torpedo, then back to broadside.


With that build, you don't have to park your ship to shoot... you can keep moving which also keeps defenses high. The build is equally capable of tagging high-maneuverability ships such as enemy escorts in PvP.


I suppose it's a matter of taste, but DBBs + non-escort doesn't work for me. I'd try it out with some cheap weaponry to make sure you like it before committing much to it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
03-26-2012, 06:43 PM
If ebbs don't do it for you, how about turrets and sc. You will get the front 180 and can have crf or volley.
As for soloing elite std cubes, just lay into the sucker and get to point blank on its bare hull. If you don't catch an instant kill torp, you should.be able to get a hut. Pop you defends buffs up, no more cube and still a chunk of you left if you gt out of the explosion radius.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
03-27-2012, 01:13 AM
Quote:
Originally Posted by krenlik View Post
I get MUCH better damage output over a decent stretch of time with 5 beam arrays + 1 front loaded torp. While the recon can't reliably keep things nosed (or at least I can't...), it has NO problems keeping things broadsides (with a little piloting practice) so that all 5 beams are always hitting. 5 Beams > 2 DBB + 3 Turrets. When a torpedo cooldown is happening, you just have to dip your nose inward for a second, release the torpedo, then back to broadside.
Do you have a particular torpedo preference? The obvious option is to make it a breen cluster torpedo launcher, a fast loading torpedo launcher or maybe drop a beam form the back to pop in a Tractor Mine, which ought to slow things down nicely (Long Night Cardassian Mission).

I have noticed my energy dipping just a bit low with six beams, so I have little doubt some launcher or some sort would be great. I find the idea of strategically mining an area quite attractive.

And I also heard a suggestion to add in two gravimetric scientists to work alongside my 3 damage control engineers to really optimise the build.

I tried it in a standard STF it worked great, I have yet to try it in Elite.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-27-2012, 01:29 AM
Hmmm here's my thoughts.

If you are puggin STFs in a sci ship you are in for frustration. If you happen into a team of 4 cruisers you are in for lots of pain. 4 escorts your golden but that's not likely is it.

If you are working with a STF premade or friends...

Drop the beams there point less.

3 Torps up front (Quantum... nothing else makes any sense at all in STF land)
2 Mines in rear (Quantum... use Quantum type consoles and buff both)
1 More torp in back. (Tric or harpeng perhaps for some pop... or another quantum)

Thats right don't even worry about sub systems... or put one beam in back at most.

A couple HYs... 2-3 Torp Doffs.

GW 3 Shockwave 1 with either a Tykens or Tachyon 3. 2 copies of Tractor 1

Hold and torp away... many objectives have no shields so full torps can do massive dmg if you and your team is debuffing. Focus on the escort targets as the shields will drop faster and your torps will finnish things quick. Heard with GW hold with tractors.

Seriously your 2 beams in forward arc do nothing... trying to broadside in a sci ship.. its even more pathetic then a dmg cruiser. All Torps baby.

Another plues... no more worry about power. Run 100 Aux power ALL the time.. your GW will be max dmg your tykens or tachyon max drain... tractors hold better heals heal MUCH more... sensor scan is maxed ECT.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-27-2012, 01:58 AM
personally, I like this build:

Fore: 2 DBB, 1 QTorp
Aft: 1 Chroniton mine, 1 Plasma mine, 1 Beam array


Sci: GWx2, Repulsors, HE, PH, TSS
Eng: EPTSx2, Aux to SiF1
Tac: Fire at Will, Torp Spread 2

Technique -- pick a position that puts you in the static flight paths, fire off GW, then open u p with FaW, soon as you see shields on primary target going low, fire off Torp Spread. if things start getting too close, push em back with Repulsors, and by the time they are close again, another GW is up to keep em grouped. if anything DOES happen to get near/by you, you have slowing and damage mines laid out behind you, with a nice little beam array to throw in some poke with FaW or just changing targets with no need to turn.

Takes care of everything you need for STF really.

For KA -- you can defend one side no problem.
For Infected -- you can keep nanites from getting close enough to the transformer to even hope to heal it.
For Cure -- you can group up the ship spawns nice and tight for your escorts to open up a whole can of AoE whoop-***.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-27-2012, 02:32 AM
Have to agree with the original assertion, sci ships are far less use than anything else and are pretty much a liability in STFs

A cruiser with eject warp plasma is more use then a Sci Ship even with grav well due to extra DPS, but must use right build see below

I use either a Sci Escort see hilberts guide or Husanks etc for build, http://denkbassin.de/sto/

Or a sci ccruiser (I can get nearly the same dps) make sure to use 8 beam arrays, full weapon power, Tac team, Attack Beta and Faw, 2 x empt weapons, eject plasma to trap any nanite spheres etc and to kill large plasma torps

If you must use a sci ship I suggest

A Recon Sci ship (full weapon power) 6 Polaron beam arrays
3 x borg set, Maco shield (or covarient x2, x3 etc)
Tac Team 1
Faw 1, Attack beta 1 (helps rest of team damage too an excellent skill)
Emergency Power to shields 1 , RSP 1
Sci team 1, Transfer shields 2, Energy Siphon 2, Energy Siphon 3 (these will boost your dps as well as draining cube as weapon power stays up)
Hazards 1, Transfer shields 2, Grav well 1
Use shield distribution doffs and energy weapons reduce target system doffs
Use an EPS consol !

Be specced in flow capicitors and have a few flow consols , try stay on same target to let your sensor analysis build up, your power drains and procs will drop cubes, spheres etc shields especially when use with your inate target system shields skills, also target its weapons to try shut it down a bit.

Hope fully with sensor analysis and the above you should hit 1500-2000 dps often to hull.

Stfs are all about DPS anything below 2000 and your not really helping your team, having tacs is a huge bonus as you get Tac Fleet boosting every ones damage , always use attack pattern beta as this does the same.

I'll get about 5000 dps in my TAC using either an escort or an odessy Tac with lt comander tac slot. Really PvE balance is way out because in any PvE situation it makes more sense to have a Tactical
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-27-2012, 07:42 AM
Quote:
Originally Posted by jethro777
Do you have a particular torpedo preference? The obvious option is to make it a breen cluster torpedo launcher, a fast loading torpedo launcher or maybe drop a beam form the back to pop in a Tractor Mine, which ought to slow things down nicely (Long Night Cardassian Mission).

.


I've tried the Rapid Reload Transphasic and the Quantum.


Different ways to play.

If you were going to stick with the DBB, then I'd do the transphasics since you'll get more bang just releasing as soon as they come off cooldown... just extra constant hull damage.

WIth my broadside setup, I'm preferring the quantum, since I have to momentarily dip the rear firing arc to release, I want it to count. I run both Torp Spread 1 and High Yield 1, so usually one of those ta abilities is very nearly off cooldown by the time the quantum cooldown is up (~1 sec difference) and in that case I wait an extra second to spin and fire. If it's going to be 3-4 seconds till a cooldown is up, I'll fire off the torp un-upgraded.



The Breen launcher is actually a torpedo->mine launcher right? I didn't care for that... mines take a few seconds to do their job, and as a science ship you can take shields down for a short time with system targetting or energy drains... mines don't give you the timing precision I like.


Tractors might be good as an alternative. I just equip a tractor beam BOFF so don't really need it.


My playstyle is to basically keep weapon power maxed and just use the science abilities to augment that. (energy drains, tractors, shockwave, tykens)


On an unrelated note: Last night I came to the conclusion that 2 Polarize Hull > 1 Polarize Hull + 1 Hazard Emitter too, especially in STFs with a bunch of cubes/spheres. I was always regretting hitting an emitter which places polarize on cooldown, then you get tractored by 1 or 2 things and destroyed. My durability went way up. (but I have borge hull regen + 2 eng team doffs with bonus hull repair/fast Engineering Team cooldown.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-27-2012, 08:47 AM
I wouldn't cross out sci ships just yet, to be honest. True, STFs are all about the DPS at the moment (sadly), but with decent build and decent players you could do most of the Elites nearly as fast as escort-oriented team. I'd even say some sci ships/builds are way more useful than cruisers.

The best example I recall was ISE done with 3 sci ships and 2 cruisers (Odysseys afair). Completed it with 6min remaining on the clock for the optional. The DPS was suprisingly good.

I won't provide you with "ZOMGTEHBESTSCIBUILDEVAH", or try to justify all of the choices below, but here's how I do it:

Ship: D'Kyr

Front: 2x Disruptor Dual Beam Bank Mk XII (purple), 1x Photon Torpedo Mk XII (purple)
Rear: 3x Disruptor Turret Mk XI and XII (purple)

Engines: Borg
Deflector: Borg
Shields: MACO Mk XII

Devices: Red Matter Capacitor, Subspace Module, Shield Battery (teh infinite one ;p)

Eng consoles: EPS Flow Regulator Mk XI (blue), RCS Accelerator Mk XI (blue), Point Defense System (from the Thunderchild)
Sci consoles: Field Generator Mk XI (blue), Graviton Generator Mk XII (purple), Particle Generator Mk XII (purple), Borg Console
Tac consoles: 2x Disruptor Induction Coil Mk XI (blue)

Boffs:
Ltd. Tac - Tactical Team I, Torpedo Spread II
Ltd.Cmdr. Eng - Emergency Power to Shields I, Auxiliary to SIF I, Emergency Power to Auxiliary III
Ensign Sci - Polarize Hull I
Ltd. Sci - Tractor Beam I, Photonic Officer I
Cmdr. Sci - Science Team I, Transfer Shield Strength II, Hazard Emitters III, Gravity Well III

Doffs:
Damage Control Engineer
Gravimetric Scientist
Projectile Weapons Officer
Sensors Officer
Warp Core Engineer

The general idea is to be able to deal as much damage as possible for a sci ship. Disruptor weapons may debuff the enemy so that it'll take more damage for 15 seconds, which everyone on the team can exploit. Having 2x Beam Banks and 3x Turrets allows you to attack frontally with quite decent dps, plus you're still able to use Target Subsystem abilities. The photon torpedo may do less damage per salvo than a quantum, but it's DPS is larger. And considering that you won't do any Alpha Strikes, I think it works better that way.

The reason I use Borg 3-piece is mostly the Hull and Shields regen ability, but I guess you could do with 2-piece just fine.

Considering that most sci abilities rely on Aux power level, it's good to have EPtAux. Personally I don't like to draw anything from weapons, so most of the time I stay at ~118 weapon power, and ~80 Aux. If I want to use any/all of my sci abilities, I activate EPtAux3 first, so that my Aux jumps to around ~120. As such, I'm able to make the most of Gravity Well III when it comes to offense. Whether it's just a single enemy, or a whole group, Torpedo Spread II works pretty well on a slowed/tractored ship. And when it comes to STFs, this plus Point Defense System works wonders on stopping probes or BoPs.

As you can see I don't have many other sci-oriented abilities, as most of it are heals or buffs. Hazard Emitters 3 works nicely on healing oneself or other players, but I always found it lacking alone, thus Aux to SIF 1 on the eng slot (works well with EPtAux3 and has a short cooldown).

A surprisingly good choice happened to be Photonic Officer 1. Although I can use it only once per 3 minutes, this 1 minute of reduced boff ability cooldown works wonders in the long run, especially for such skills as Torpedo Spread, Gravity Well, Tac Team or Hazard Emitters.

I won't argue that there are ways to improve or modify this for one's own playstyle, but personally I've been looking very long for a decent PvE build, and this happened to be the best one I've tried. Surprisingly, this works pretty good in PvP as well. I did try more Beam Array oriented build at one point, but didn't find it as effective, not to mention, as fun.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 02:52 AM.