Optimum weapons layout for a Defiant is:
Fore: 3 x Dual Heavy Cannon, 1 x Torpedo Launcher / 1 x Dual Beam Bank
Aft: 3 x Turret
All using the same energy type. That said, even with phasers it won't look quite right. The DHCs in particular fire much larger bolts than the series Defiant's cannons. That said, I think you should consider trying that with Common phaser equipment (so you don't spend loads of money until you're sure if you want it or not) and see what it looks like, because it is pretty much the heaviest DPS loadout you can have.
If you decide you're okay with this build, then get 4 Phaser Relays (or the appropriate console for whatever energy type you're using) for you Tactical consoles. Get 2x Field Gen for your Science consoles, put your Cloak in an Engineering slot. For the other two Engineering slots, I used the Borg Console and an EPS Flow Regulator. You could use some form of armor console either. The one with a universal energy and kenetic resist, I think it's called Monotanium, but I'm not sure.
If you're not happy without how it looks, then you could try try:
Fore: 1 x Quad Phaser Cannon, 2 x Dual Phaser Beam Bank, 1 x Quantum Torpedo Launcher (you could put 2 Quantums and 1 DBB, either)
Aft: 2 x Phaser Beam Array, 1 x Quantum Torpedo Launcher.
That would look more "canon". You'll have 2 or 3 Torps it
might be worth dropping a Phaser Relay for a Zero Point Quantum Energy console, I'm not 100% sure of the maths on it. Keep the other consoles the same.
Do bear in mind you'll be giving away a fair bit of damage with this build and you might cop some abuse if you bring it with you on an Elite STF.
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I don't think the Defiant ever had quantum torpedos.
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It did. They were smaller than the ones the Enterprise-E fired though, and they were fired in pairs.
EDIT: Skills.
My space skills are:
Attack Patterns (increases the effectiveness of Attack Pattern Skills)
Weapons Training (increased damage)
Energy Weapons (increased energy weapon damage)
Projectile Weapons (ditto for torps & mines)
Targeting Systems (increases accuracy)
Manouvres (increases the likelyhood of enemy ships missing you)
Energy Weapons Specialisation (increased crit damage and chance from energy weapons)
Projectile Weapons (ditto for mines and torps)
Structural Integrity (gives your hull more hit points)
Warp Core Potential (increases all subsystem power-levels)
Electro Plasma Systems (increases rate of power transfer between subsystems, useful when decloaking)
Impulse Thrusters (increases speed and turn-rate)
Hull Plating (increases resistance to energy damage)
Shield Performance (increases shield subsystem power)
Armor Reinforcements (increases resistance to kenetic damage)
Weapons Performance (increases weapons subsystem power)
Shield Systems (increases shield HP)