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I would be tempted to drop the Tricobalt, and try running 4 Quantuns and 2 Purple Doffs, somewhere on these forums are the test figures I ran with multiple launchers vs multiple doffs, I think you will find that would be the highest DPS you can get while not sacreficing to many Doffs slots.
I'll test it out when I have a chance.
Quote:
Originally Posted by hypochondriacs
I'm a bit confused why you have 6 points in attack pattern? A science captain can't use attack patterns. Would it be better to but those 6 points into shi[ energy weapons?
Aside from Cygone being a Tac Captain with APA, being able to use Attack Patterns is more a function of your ship and BOFF powers than your captain choice.
So if you're Sci captain was in an Escort, and you had Attack Pattern Omega and/or Attack Pattern Beta, you would most certainly want 6 ranks in Attack Patterns.
I can't use 3 Doffs, because I am using 2xDevelopment Lab Scientists and 1xTractor Specialist, this means I can only use 2 Projectile Weapon Doffs, so Photons are the better options for DPS. Frankly, I dont think I would want to use another Doff slot just to ekk out that smidgen of DPS from 3Q/3D
Tests were done in a 1v1 PvP situation, torps were set to autofire, no THY or TS used, parser counted the shots and the time elapsed.
Even though based on your test the quantum fires fewer shots, each quantum hit is higher damage. So the DPS between photon and quantum should be awash. Plus, with the extra torps generated from HYT, this should put quantum over photon in terms of damage right?
Cygone, awesome build man. I just finished a character based on this thread. I just have one observation based on your numbers
Even though based on your test the quantum fires fewer shots, each quantum hit is higher damage. So the DPS between photon and quantum should be awash. Plus, with the extra torps generated from HYT, this should put quantum over photon in terms of damage right?
I am gonna try it with my next few salvages.
That depends on the suffixes of the weapon types, but using by build (in the OP, all those pages back), the 3Photon, 2PWD was the higest DPS for me (3Q / 3D) was higheer bu about 2% but I didnt want to give up a 3rd Doff slot for that little DPS gain.
That depends on the suffixes of the weapon types, but using by build (in the OP, all those pages back), the 3Photon, 2PWD was the higest DPS for me (3Q / 3D) was higheer bu about 2% but I didnt want to give up a 3rd Doff slot for that little DPS gain.
Would you only pick one of those setups and stay with it constantly?
I remember testing those numbers myself when doing DPS testing on my Escorts - Using Quantums meant better spike damage from abilities (Torpedo Spread, etc) but Photons were better single target damage over time until I went to (i) more than 3 Launchers or (ii) more than 2 Purple Projectile DOFFs.
Personally I'd rather be getting maximum spike AoE damage (from Quantum Torpedo Spread 2 + Cannon Scatter Volley 3) unless I'm just pounding on a big bag of Hitpoints, so my current Escort/Guramba/Kar'fi setup is [3 DHCs + 1x Quantum] for general gameplay, and [1x DHC 3x Photon] for Borg Structures and Tac Cubes. The DOFF setup of 2 Purple PWDs doesn't change. On my Nebula, it's [2x Dual Beam Banks and 1x Quantum], or [3x Photons].
It only takes a few seconds to swap the weapons and appropriate consoles over on the fly anyway, and I've found that I can often do that whilst flying to the next objective or in between enemy waves.
Normal ships are bad enough, but the sheer amount of damage a Kar'fi can put out with the above setup, plus two wings of fighters and the Commander Science slot, is downright ridiculous.
1. I see why you have the 2 developmental lab specialist but is healing really worth two doff slots in this build. I'm running a purple warp core engineer and a sensors officer instead(I'm a Sci). those two seem to fill 2 important roles in the build ( more power and damage mitigation from big targets)
2. Are the disruptors that much better than tetryons? if the main goal is to knock shields down, then why not tet turrets with 2 pieces of Omega and 2 piece borg...
Lastly I tried this build with the tac oddessy and it was lethal in PVE but I had to dedicate too many boff powers and 2 doffs for maneuverability. and lack ofa CPB 3 really slowed it down. ( I went Tachyon2 and CPB 2 instead.) It seems much more efficient on the Intrepid. Although I'm curious how it would work on a bortosque with the 5 tac consoles..
Hi Cygone! How well would this build work with an Atrox Carrier? The boffs are almost the same except for losing the ensign sci(which is an awesome hull heal in the intrepid build) in exchange for a lt commander engineering slot. Would you pick up a hull heal that isn't as good as hazard emitters in this type of build?
Hi Cygone! How well would this build work with an Atrox Carrier? The boffs are almost the same except for losing the ensign sci(which is an awesome hull heal in the intrepid build) in exchange for a lt commander engineering slot. Would you pick up a hull heal that isn't as good as hazard emitters in this type of build?
The problem with this build and the Atrox is the Atrox's turnrate.
It would be stretching it even on STFs where many enemies don't move very much, and most likely horrendous in PvP attempting to bring your Torps on target.
The problem with this build and the Atrox is the Atrox's turnrate.
It would be stretching it even on STFs where many enemies don't move very much, and most likely horrendous in PvP attempting to bring your Torps on target.
I concur. There are some engineer skills that would be an added perk to the build. I, in testing this on an Odyssey ( without sauce sep, I don't own the bundle) found that too many of the engineer powers had to be dedicated to maneuverability
Hi Cygone, this is quite similar to my build except that I am using the RSV - the ensign science BOFF on the intrepid definitely seems more useful than the ensign tac BOFF as the TT1 team clashes with ST1.
I was toying with the idea of having PSW1 instead of the second copy of TYB3, and maybe even throwing in the PSW torpedo console for extra disable in PVP.
Do you find the ablative armor helps much in PVP or is just a gimmick?
I wonder if for the RSV you could drop a Tractor Beam and pick up Hazard Emitter? Then equip a dual beam bank to use with Target Subsystem Shields(Which apparently is Beam Target Shields 2). Last but not least, in the second ensign tactical spot, equip Beam Overload 1.