Ensign
Join Date: Jun 2012
Posts: 2
Greetings,

I just wanted to introduce myself, I am DarkWolfe and have played during the beta and recently came back to enjoy STO and has been a pleasant experience.

Anyways, after coming back and still getting the feel of the game again I have thoroughly enjoyed my klingon character and have gotten myself to Lvl 34 Capt Engineer in a Ki'tang BoP refit and have been playing around with my ship build outs but been having some issues.

Now here is what I currently have:

Current Build:

Ki'tang BoP Refit

Fore Weapons:-
1 - Plasma-Disruptor Hybrid DHC
2 - Plasma-Disruptor Hybrid DHC
3 - Photon Launcher


Aft Weapons:-
1 - Disruptor Turret
2 - Disruptor Turret


Deflector:-
Tachyon Deflector Array

Impulse:-
Efficient Impulse Engines

Shields:-
Paratrinic Shield Array

Engineering Consoles:-
1 - EPS Flow Regulator
2 - Diburnium Hull Plating


Science Consoles:-
1 - Subspace Jumper
2 - Inertial Dampeners
3 - Flow Capacitor

Tactical Consoles:-
1 - Disruptor Induction Coil
2 - Disruptor Induction Coil
3 - Cannon Prefire Chamber (haven't replaced it with another Induction coil yet)


Ship Stations:-

Lv4 Engineering BOff:
1 - Engineering Team 1,
2 - Auxiliary to Battery 1
3 - Emergency Power to Shields 3
4 - Boarding Party 3

Lv2 Tactical BOff:
1 - Tactical Team
2 - Cannon: Rapid Fire 1


Lv2 Engineering BOff:
1 - Emergency Power to Aux 1
2 - Auxiliary to Dampeners 1

Lv2 Science BOff
1 - Tractor Beam 1
2 - Energy Siphon 1



The Idea:

So what I thought I could do was deal lots of Damage with The DHC's, come through passes and stay alive long enough and cripple my target by stealing Power settings and hold them in place while I either make another pass or run away to lick my wounds.

What I been finding out though is my attacks tickle, I can rotate around my abilities and can stay alive for a good while without being instagibbed but Tractor Beams really make me a sad panda and I guess the only way to prevent that is (if I recall) Polarize Hull? Since I learned Auxiliary to Dampeners don't seem to prevent and get me out of Tractor Beam.

I was originally going to go on the idea of Using Polaron's, try to strip away Power settings but then was thinking of Switching to Tetryon's instead to help get rid of shields since when I entered some PvP in the queue's I had a hard time trying to attack a trio of Cruisers that would just shield heal each other like mad. :frown:

But I been trying to ponder around and have been trying to read on the forums in other places for tips and their builds but either Im not searching for the right search criteria or its outdated and doesn't exist.

I realize that being the newb I am, most people are most likely using these Plasma-Disruptor Hybrids and could be such a common damage type which is reason that most are tanking my damage.


I was going to rearrange my BOff abilities and equip to this build:

Experimental Build:

Ki'tang BoP Refit

Fore Weapons:-
1 - Tetryon Dual Cannons
2 - Tetryon Dual Cannons
3 - Photon/Quantum Torp Launcher


Aft Weapons:-
1 - Tetryon Turret
2 - Tetryon Turret


Deflector:-
Tachyon Deflector Array

Impulse:-
Efficient Impulse Engines

Shields:-
Paratrinic Shield Array

Engineering Consoles:-
1 - EPS Flow Regulator
2 - Diburnium Hull Plating


Science Consoles:-
1 - Subspace Jumper
2 - Inertial Dampeners
3 - Flow Capacitor

Tactical Consoles:-
1 - Tetryon DMG
2 - Tetryon DMG
3 - Tetryon DMG or Torpedo DMG console


Ship Stations:-

Lv4 Science BOff:
1 - Polarize Hull 1
2 - Tachyon Beam 2
3 - Charged Particle Burst 2
4 - Tractor Beam Repulsors 3

Lv2 Tactical BOff:
1 - Torpedo: Spread 1
2 - Cannon: Rapid Fire 1


Lv2 Engineering BOff:
1 - Engineering Team 1
2 - Auxiliary to Battery 1

Lv2 Engineering BOff
1 - Emergency Power to Aux 1
2 - Auxiliary to Battery 1


OR

Ship Stations:-

Lv4 Tactical BOff:
1 - Tactical Team 1
2 - Torpedo Spread 2
3 - Cannon: Rapid Fire 2
4 - Attack Pattern Omega 3

Lv2 Science BOff:
1 - Polarize Hull 1
2 - Tachyon Beam 2


Lv2 Engineering BOff:
1 - Engineering Team 1
2 - Auxiliary to Battery 1

Lv2 Engineering BOff
1 - Emergency Power to Aux 1
2 - Auxiliary to Battery 1


I'm probably most likely (and probably am) doing something wrong, I'm still trying to remember and relearn the Acronym's in this Game.

So thoughts and tips? I can probably already see the facepalms. >.>
Empire Veteran
Join Date: Jun 2012
Posts: 6,766
# 2
06-21-2012, 07:50 PM
As soon as I get off my phone I would be glad to offer my moderate advice.
What class do you play and do you skill to support you powers?
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Ensign
Join Date: Jun 2012
Posts: 2
# 3
06-21-2012, 08:06 PM
I'm currently playing Engineering Officer as I find it most enjoyable.

And yes, I do skill to support my powers that I use.

I will admit back in beta still learning the mechanics, I maxed out Driver Coil thinking it would make me faster. boy was that a mistake. lol
Empire Veteran
Join Date: Jun 2012
Posts: 6,766
# 4
06-22-2012, 06:15 AM
Engineers in a BoP can be tricky as they only offer durability for the most part in combat.
You can use Nadion Conversion and EPS transfer though to do some burst damage with little drain to your power levels.

I would go BOff stations like so;
Tactical at Commander; TT1 APB1 APO1 CRF3
Tactical at LTC; THY1 APD1 CRF2
Engineer at LT; EPTS1 EPTS2
Science at LT; TSS1 HE2

Consoles: engineer: Nuetronium and armor. Drop the EPS console
Consoles: science: Field Generator and/or Amplifier to help shield strength
Consoles: tactical: All to support energy weapons/ no Torpedo consoles.

cycle EPTS1/EPTS2/APB1/APD1/CRF3/CRF2/shielddistribute/THY1

Save TT1 + TSS1 for quick shield heals or for use when EPTS comea around again for quicker regen effects under fire.
Save HE2 for hull heals on yourself and to clear EWP.

being an Engineer you should be able to keep the BoP in one piece a little easier but always know when to BC and get out of combat to repair as needed.

Or you could try;

Cmd: TT1 APB1 APO1 CRF3
LTC: PH1 HE2 PSW1 (ST3)
LT: EPTS1 EPTS2
LT: THY1 CRF1
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.

Last edited by bitemepwe; 06-22-2012 at 06:35 AM.
Career Officer
Join Date: Jun 2012
Posts: 1,730
# 5
06-22-2012, 10:45 AM
I'm all about the BOP. Really I like them they are just a blast.

None of the strengths of an engineer compliment the strengths of the BOP.

None of the strengths of the BOP compliment the strengths of an engineer.

Exactly zero. I want you to have no doubt in your mind that choosing to use a BOP as an engineer is only slightly better than choosing a shuttle.

The BOP is designed to deal a great amount of damage in a short amount of time and then to vanish. No really that is the design. There is no question there. It was not designed to do anything that an engineer is good at doing.

Engineers have abilities that allow them to maximize multiple power settings simultaneously as well as resist drains to their power, and have one huge heal. These abilities are not needed by and are not well utilized by a BOP.

And you really can't make up for missing out on the huge damage buff that is Attack Pattern Alpha.

If your taking the sort of damage in a BOP that miracle worker could help with your missing something about the BOP.

Cruisers and science ships play better with engineers. Even an escort build can be a good choice as escorts are intended to be under fire for extended periods of time, and overall high power levels, drain resists, and miracle worker can be highly valued by ALL these ships. Not so much the BOP.

In fact an engineer in any of those ships will be able to put out a consistently higher level of damage over the course of any engagement due to the enhanced power levels and survivability. But they will never have the burst damage of a Tactical.

But what about using science powers........

The yummy science powers are also buffed by APA. There's not a lot of escaping it.

You could do it, but I don't feel that you would be any happier at end game then you are now.

http://www.youtube.com/watch?v=tMlxkmEcdDk&feature=plcp

That is how I found Happy in a BOP.
Lt. Commander
Join Date: Jun 2012
Posts: 139
# 6
06-25-2012, 10:02 AM
While I agree that an Eng captain in a BOP is a bit weird (it's sort of like a fed tac in a science ship), basically what you'd be doing in staying in the fight longer than a tac captain in a BOP would, but dealing less damage per second.

I actually think that the Eng BOP is quite viable in PVP, mostly because you are much more likely to get hit in PVP than in PVE.

However, I think that taking an ENG heavy BOFF setup is a critical mistake in a BOP. taking a sci heavy setup is doable, but probably not as effective as a straight up tac BOFF layout. I'm thinking something like this for a Hegh'ta:

Tac commander: TT1, CRF1, CRF2, Attack Pattern Omega
Tac LT Comm: TT1, HYT2, something cool

Then Either heavy eng:
Eng LT: EPTS1, EPTW2
Eng LT: EPTS1, EPTW2

or eng + sci
Eng LT: EPTS1, EPTS2
Sci LT: HE1, TSS1

Note of course that my hegh'ta is a tac captain (and a bit for 'SCIENCE' because it's fun :p ), so I haven't been able to try this in the field, but I am rather familiar with the Hegh'ta
Captain
Join Date: Jun 2012
Posts: 1,015
# 7
06-25-2012, 10:25 AM
Deadpool's build is one that refuses to hit and fade. It's for a Tac, but the playstyle would at least be complimented by an Eng.
Career Officer
Join Date: Jun 2012
Posts: 1,730
# 8
06-25-2012, 02:38 PM
You could do it. It doesn't make it good it just makes it doable. You could do it as a tactical captain its not particularly hard to do. It's also just not the most effective use of a BOP.

Any way you want to measure it any results you achieve would be greater in any other ship, or by any other captain in a BOP but an engineer.

Engineer brings absolutely nothing to the BOP profile. If your getting in prolonged firefights in a BOP you are doing so because you must really like it. And that's fine who would argue against fun?
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