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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
05-22-2012, 09:38 PM
Thank you everyone.
I did most of advices you gave me. Yesterday, my Bortasqu was... I had a really good fun playing STF and Mirror Universe Incursion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
05-22-2012, 10:09 PM
been following this, glad you solved it ^_^ bortasqu is a good ship. you mentioned using crafted weapons in stf's, not a good idea. get borg weapons. 7.5% 1000 bonus damage. that helps overall dps. while turrets are low damage, their higher ROF gives a higher chance for that 7.5% proc, as well as the energy type proc. as others have mentioned, try to avoid mixing beams/cannons. i always go cannons myself, boffs with CRF and CSV 15 sec between cooldowns.

running 3 bortasqu's captained by one each of 3 classes. all 2x DC's 2x quantum torps (torp spread) forward, 4x turrets aft. 2 pieces of the honor guard set, shields and engines (for +25% torp damage, torps also get 1000 bonus vs borg auto) 3 torpedo doffs, blue or better. 3 energy type tac consoles, 1 zero point chamber.

to help maneuvering issues:
2 rcs consoles, deuterium surplus consumable (from the daily), evasive maneuvers, tractor beam, engine batteries. there are other options but rest of my boff skills are defensive. some reason any of the 3 can draw and hold ag. for the tac that makes...less sense for the eng and sci. so 2x RSP, 2x tac team, 2x HE to stay alive.

bortasqu you have to think before you move and while moving because it's a very unforgiving ship trying to readjust especially using a forward focused weapons loadout.

do like that a lot more people are recommending dual cannons i got called crazy (among other expletives) when i was using them or recommending them to others in game. 'bortasqu's too slow' etc. not really, you just have to plan ahead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-23-2012, 08:18 PM
Quote:
Originally Posted by deadspacex64
do like that a lot more people are recommending dual cannons i got called crazy (among other expletives) when i was using them or recommending them to others in game. 'bortasqu's too slow' etc. not really, you just have to plan ahead.
This. Planning ahead is what cruiser captains should be doing anyway.

Certainly for PvP DCs would be bad, but in STFs where you know the flight paths it's quite workable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-23-2012, 09:40 PM
Honestly the setup I prefer the most in my sci captain in this is a quad cannon, 1 single beam, 2 single cannon front 2 single beams rear and 2 turrets. I would use 2 single beams in place of the quad cannon but I like the extra DPS when facing the target forward but its pretty easy to keep the beams and single cannons on the enemy since the arc is almost that of a beam pretty easy to keep it in the arc and the power flow helps not having that 8th weapon being fired non stop as in the quad cannons.

I've had a lot of people think its all turrets because of the hard points on it when they don't notice the 3 beams going off too... Overall its a great DPS ship its all in the way you set it up and play it... I'd rather it not use beams at all to feel more klingon but sometimes you have to make some compromises...

Only thing I disagree with is putting torpedoes on them or putting more than one since its not designed to use them. Although one day we might get a special torpedo turret that gives us a wider arc to use torps with ease. Another note though a big help with the DPS on it is I have a MK XII purple EPS console and plasmonic leach console too going on it which the OP's EPS Might be one of the problems with the setups or in general too many weapons fireing in relation to that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-24-2012, 04:24 AM
Quote:
Originally Posted by Zeuxidemus
Honestly the setup I prefer the most in my sci captain in this is a quad cannon, 1 single beam, 2 single cannon front 2 single beams rear and 2 turrets. I would use 2 single beams in place of the quad cannon but I like the extra DPS when facing the target forward but its pretty easy to keep the beams and single cannons on the enemy since the arc is almost that of a beam pretty easy to keep it in the arc and the power flow helps not having that 8th weapon being fired non stop as in the quad cannons.

I've had a lot of people think its all turrets because of the hard points on it when they don't notice the 3 beams going off too... Overall its a great DPS ship its all in the way you set it up and play it... I'd rather it not use beams at all to feel more klingon but sometimes you have to make some compromises...

Only thing I disagree with is putting torpedoes on them or putting more than one since its not designed to use them. Although one day we might get a special torpedo turret that gives us a wider arc to use torps with ease. Another note though a big help with the DPS on it is I have a MK XII purple EPS console and plasmonic leach console too going on it which the OP's EPS Might be one of the problems with the setups or in general too many weapons fireing in relation to that.
I recommend Tricobalts for it, your not going to have a firing arc more than once a minute anyway. The other thing is the Ferengi Swarm Missile is low DPS, but 180 and fires super fast (2s). Better than nothing if you really want a torpedo.

EPS doesn't help compensate for firing lots of weapons. I actually thing 6 energy weapons is the limit for a ship, which is why I always run a Torp on an Escort.
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