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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
06-18-2012, 05:10 PM
Quote:
Originally Posted by Roche_Furman
I just want some clarification here. What do you mean when you say no other Escort can have 4 Dual Heavies and 3 Turrets, and 4 Tac Consoles, or use CRF3? I'm asking because before I used the Armitage, I was bouncing back and forth between the Sao Paulo, and Fleet Escort, and both could do all of those...
You missed combining all that w/DEM2.

Edit: To elaborate more -

1. DEM2 adds a lot of damage to cannon builds particularly to hull which BoPs don't have a lot of (if you're PvPing vs KDF). It's also useful to use on any player who waits too long to RSP/shield buff.

2. ET3 - this can be use w/PH&HE in scis to chain the hull resists while have in huge short cooldown on spike repairs (assuming Maint Doffs here) the PH also adds another movement debuff counter for when you don't have a lot of TBs on you, but won't help vs cronts. You can manually adjust power levels prior to using sci abilities to boost resists, and the heal of HE. ET&HE clear various debuffs.

3. Aux2Sif2 - this can used to free up a sci hull resists boff slot to use TSS or a CC like TB, while not as large a hull repair as ET, it's still decent w/aux power batt & nice resist buff

4. EWP - A nice AOE movement debuff/cloak debuff along w/Doff that has chance to shut engines down completely

5. EPTS3 - this can be used to really boost shield defenses

For 1,4,&5 aux2batt w/doffs can be used to shorten cooldowns along w/provide a very good power boost to shield, weapons, and engines. This will drop aux to 5 max, so you'll have to manage you power rolls. Also, you'll get more aux2batt boost based on your aux power level. So, if you switch to a high aux preset and then high weapons you'll get the most out of the ability. But, you'll actually drop below 5 aux power to zero which will shut off any abilities which require Aux. So, you'll have to think and plan things through as you're playing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
06-18-2012, 05:23 PM
Its a crappy ship and you know it. They get popped constantly in the Queues.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
06-18-2012, 05:51 PM
Quote:
Originally Posted by Iamid
You missed combining all that w/DEM2.

Edit: To elaborate more -

1. DEM2 adds a lot of damage to cannon builds particularly to hull which BoPs don't have a lot of (if you're PvPing vs KDF). It's also useful to use on any player who waits too long to RSP/shield buff.

2. ET3 - this can be use w/PH&HE in scis to chain the hull resists while have in huge short cooldown on spike repairs (assuming Maint Doffs here) the PH also adds another movement debuff counter for when you don't have a lot of TBs on you, but won't help vs cronts. You can manually adjust power levels prior to using sci abilities to boost resists, and the heal of HE. ET&HE clear various debuffs.

3. Aux2Sif2 - this can used to free up a sci hull resists boff slot to use TSS or a CC like TB, while not as large a hull repair as ET, it's still decent w/aux power batt & nice resist buff

4. EWP - A nice AOE movement debuff/cloak debuff along w/Doff that has chance to shut engines down completely

5. EPTS3 - this can be used to really boost shield defenses

For 1,4,&5 aux2batt w/doffs can be used to shorten cooldowns along w/provide a very good power boost to shield, weapons, and engines. This will drop aux to 5 max, so you'll have to manage you power rolls. Also, you'll get more aux2batt boost based on your aux power level. So, if you switch to a high aux preset and then high weapons you'll get the most out of the ability. But, you'll actually drop below 5 aux power to zero which will shut off any abilities which require Aux. So, you'll have to think and plan things through as you're playing.
I misread what you said, my apologies. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
06-18-2012, 05:57 PM
Quote:
Originally Posted by Roche_Furman
I misread what you said, my apologies. :p
No problem, it happens.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
06-18-2012, 07:59 PM
Quote:
Originally Posted by sophlogimo
My beloved Atrox has 6 weapon slotes, where other ships of her size have 8.
I don't know if you've noticed (most players never touch the KDF at endgame so its a common issue) but your Atrox is really just a reskin of the Vo'Quv, which is actually based on a Sci vessel, and NOT a cruiser. That's why you only get 6 weapons. Look at it this way, your Atrox gives up turning to get 2 fighter bays. The Armitage sacrifices a Lt. Commander Tac power, which equates to a loss of DPS, presumably made up for by using one fighter bay and getting a bit more durability.

As far as the console, like all Fed consoles their use outside of (and even in) pvp is questionable, and in the Torp PDS console's case I would say its particularly underpowered when compared to the Phaser version, longer range and all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
06-19-2012, 02:18 AM
Quote:
Originally Posted by soyokaze14
I don't know if you've noticed (most players never touch the KDF at endgame so its a common issue) but your Atrox is really just a reskin of the Vo'Quv, which is actually based on a Sci vessel, and NOT a cruiser. That's why you only get 6 weapons.
Hm, no, it is similar to the Vo'Quv in some way, but clearly different. The Vo'Quv has a Lt Com Tactical slot (where the Atrox has a Lt Com Sci instead), more hit points, and of course other pets.

But yes, the Atrox is modelled as a sci vessel and that is why it has only 6 weapons, true. However, real sci ships do have Sensor Analysis, which, if I am not mistaken, the Atrox does not have. (Or if it has, I haven't noticed... apologies if this is the case).

Quote:
Look at it this way, your Atrox gives up turning to get 2 fighter bays. The Armitage sacrifices a Lt. Commander Tac power, which equates to a loss of DPS, presumably made up for by using one fighter bay and getting a bit more durability.
[...]

I was actually more asking about a comparison with other escorts. Of course I know that my Atrox is far superior to the Armitage!

Seriously, though, there have been excellent answers to my original question in this thread, Thanks to all of you. ^^
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
06-19-2012, 08:59 AM
The T5 Akira gives up alot of offensive damage for having the hanger bay. To even take full advantage of which you need to be running high aux, again sacraficing wep power or an eng slot for emergency power to aux (which i have seen alot of them using) The MVAM can seperate and you get two pets.(no aux requred and depending on which section you command can give you nice power bonuses) The Akira gets a hanger bay and some pets. MVAM has a ltcmdr sci slot which is more useful for heals or offensive trickory. The Ltcmdr Eng slot on Akira is just going to make me work a bit harder to kill you but at the same time they arent putting out comprable DPS to say a Defiant R
Captain
Join Date: Jun 2012
Posts: 853
# 48
06-20-2012, 05:21 AM
I think the fact of the matter is that these are new tier (5.5) ships we are seeing.

For a long time VA captains have been stuck with what is basically RA ships and Boff slots. Now we are getting ships like the Bortas, Odyssey, Atrox and Armitage. From what I remember of Heretics posts, you'll also be able to get VA upgraded variants of RA ships from your fleets starbase.

Odyssey Starcruiser - All versions render the original Starcruiser obsolete, with more hull, more shields and more boff slots, one of which is universal.

Atrox - Basically a vastly upgraded DSSV with a cmdr engineer station, about twice the hull and 2 hangers.

Armitage - Upgraded fleet escort with a cmdr engineer station and a hanger.

Compared to the other tier 5.5 ships it's actually not not as powerful, with no shield or hull upgrades.

That said, the Armitage could do without being able to field danube runabouts, but then they're OP on any ship.
Captain
Join Date: Jun 2012
Posts: 3,111
# 49
06-21-2012, 04:31 AM
Quote:
Originally Posted by Archived Post View Post
Its based on the Original Akira Class, Heavy Escort, Gun Boat, Carrier... which was in fact a Heavy Escort Class, Gun Boat, Carrier all in one, and I was disappointed that the Akira in STO was missing these Additions, But we now have them and all on a T5 Version... which im very happy with


And I think the Designer of the Akira Class Ship "Alex Jaeger" made an Awesome Design, and possibly one of the best designs for a Starship in Star Trek

This T5 Akira is not totally Overpowered, the Hull is quite weak as with other Escorts... and does not have much in the way of support for Science and Engineering officers to keep her afloat... But in the right hands she can can be a very potent weapon and kept alive

In PvP, she can deal out great amount of damage as with any other T5 Escort, and with the Thunderchild Point Defence Console in combination with the Torpedo Point Defence Console, it can be a somewhat OP Combination in both PvP and PvE, IF and only IF used at the right time, otherwise they dont have much of an effect on full Shields...

Again in PvP, the T5 Akira is a Great Hit and Run Attack Platform, with Maneuverability and Speed on her side to hit the Target quickly with a great amount of damage then to withdraw quickly if taking damage

Fighters come in handy to distract Targets in Both PvE and PvP before you make your attack Run, I have not messed around with the Shield Repair shuttles or any of the others, only have the Advanced Peregrine Attack Fighters...

I have done a ton of STFs, and she flies great in all of them, tho you do need a real tank to take in coming fire as she will not be able to take much punishment all on her own, if you have the right skills you can tank a little but not as long as a Cruiser

I had set my ship up with 2 forward beam arrays, 2 forward Dual beam arrays and 3 rear Beam arrays... used this set up in PvP and ended up getting 43 kills to 0 deaths and that works quite well...

now tho I have a new set up with 2 forward dual heavy Cannons, 1 forward dual beam array and 1 forward Torpedo tube with 3 rear 360 degree Turrets... used that in a few STFs so far and works great... very nice DPS... have not tried it in PvP yet tho

But as I said im very pleased with the T5 Akira (Armitage) Class, its everything I had hoped to see from a T5 Akira
If you cannot make the new T5 Akira last with that ultra-critical upgrade of a Lt.Cmdr Eng BOFF slot, you don't deserve to be playing. What the hell do you mean it can't be kept "afloat" in a fight? The Lt. Science BOFF slot may not be much, but it means alot in survivability. Toss in some Transfer Shield Strength and Hazard Emitters / Polarize Hull, and you should be a pretty decent tank also, that happens to dish out alot of firepower and can maneuver with pretty much any other Escort.

As an Escort, the new ship gives up NOTHING for all the other benefits it gains. It gained near-cruiser Engineering ability as well as a hangar bay. And it costed NOTHING more than what other Escorts pay for their maneuverability and firepower.

The only weakness the new ship has is it's not a Science Vessel with all the perks associated with it.

Again, if you can't make this ship last, you need to just stop playing.
Ensign
Join Date: Jun 2012
Posts: 23
# 50
06-21-2012, 06:16 AM
I drank the Romulan ale I forked out the dough and bought this ship. I used ship in PVP and PVE. In pvp using the danubes tractor was useful against opponents but it was difficult keeping the pets on task and killing the enemy at the same time. My success in PVP was middling at best. I felt more at home with my MVAE were I usually clean house (having the extra shields and higher level tac boff skill is very useful). As per PVE and when i talk PVE I am talking about the cure, accords, and infected. I usually like running Omega III on all my builds but i had to change that line of thinking and switch to Beta III and Beta II while using 2 scatter shots I. I have to load Beta twice so that my so that the pets can do some potent damage, I have to say I have seen my pets do some nasty damage especially the advanced peregrines unloading micro quantums on hull (ah it makes a daddy proud). I found that in order to facilitate good use out of the extra tac slot i had to load up a torp upfront instead of running a straight DHC/turret build. This took a little getting use to. Switching to Beta and 2 high yields have changed my playing style in stf's a bit but its good. I hear a lot of people say that Flight officers are the way to go maybe this is true for pvp, but in my experience for stfs not so much the 30 second cool down was reasonable and since the borg live forever in stfs anyways and the tiny ships dont die unless the borgs go boom 30 seconds in stfs is reasonable. I use two purple conns, two projectile borg purples, and exocomp/redmatter.. I have to say I do very decent damage with 3x antiproton DHC and 3x rear turrets + Proton torp with 2 high yields.

There are three advantages two major and one minor to the Akira Tier 5:

-The major advantage is the Hanger bay with advanced peregrine fighters it helps you eat gates in sto's and your team mates will love you for the optionals, provided someone kills the probes and you have a science guy spamming gravity well or repulsars (the guys who play control do it so well). The tier 5 Akira eats gates and regular cubes on elite but not tac cubes (those are evil and wrong). The little guys will also help you finish Donatra and assault carrier once you get the hull exposed. .

-Another major advantage the Lt commander engineering gives you a lot of flexibility, I use aux to structural II but you can use aux to battery and recharge your bridge Boffs more quickly with space doffs. Or you can use engineering to increase your damage output it is a choice. Aux to struct II is better with a 15 second reload it give this escort more durability. On to the minor advantage.

-The Tac console they provide is usable and at full range 10k it can do some decent hull damage against gates and anything unshielded in stf's are usually the norm. But the cool down of 3 min which is very frustrating.

-50 extra crew helps a little in theory but really this is so minor that it is just foolish and not included.

Not everything is cool in Akira land however there are three major disadvantages over my free favorite the MVAE: (MVAM is not as good a freebie given at 40 the MVAE)

-The MVAE has three Sci consoles which translates into 1000 more shields through science Field generators . 1000 shields on MACO XII means alot of extra punihment the MVAE can take.

-Perhaps it is just me but the MVAE feels faster I love the 360 power slides i can pull off on it my power slides on the Akira feels more like 270's. THIS WAS THE BIGGEST PROBLEM

-the extra high ranking tac slot on MVAE meant I could put in Omega III instead of having to sack it for Akira.

-I have to say for the most part I am happy with the Akira. Playing alot of stf's meant i had dilithium to convert and spent $20 instead of $30 on Perfect world. I am happy I bought it.

Sure having to spec in photon torps high yield 1 two times has not been great and would have liked it if the one tac ensign was a science ensign but that would be pushing it. All in all a decent ship and a welcome addition to the escort lineup. Real good for stf's not so sure about pvp's it will add pet spam but it can be killed and it is not the fastest escort on the block, also expect to be a target because peeps hate da-noobes. So not so much for PVP but a solid yes for PVE specifically stf elite content. btw am a tactical officer hope this helps you guys. Could also work well for an engineering officer as well. Science not so sure on this ship.
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