Empire Veteran
Join Date: Jun 2012
Posts: 190
# 11
06-24-2012, 08:39 PM
Quote:
Originally Posted by hakaishinlegion View Post
I agree with most of what Kahless said, with 1 exception.

A tank should be running 2x EPTS at all times, without exception.

Swap out EPTA for another EPTS and take his advice elsewhere, and I think you'd be in decent shape.
I did say that, but to be fair, maybe I wasn't clear about it though. I apologize for any confusion.
I completely agree with you on that. 100%.

Tanks should always have 2x EP2S. Every time. No reason not to.
And I do. Always.

Even DPS focused cruisers, I still think should. Even if it's not a tank.
On a cruiser, you have the room for it. Do it.
-------------------------
It's me, Chrome. [Join Date: May 2009]

"Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
Commander
Join Date: Jun 2012
Posts: 414
# 12
06-24-2012, 09:17 PM
People posting builds for a Science or Tactical Odyssey aren't reading the post, but trying to advertise their build. He has an -Engineering- Odyssey, so any suggestions should be for the ship in question, not 'go spend another $25 USD on another ship'.

The configuration of the OP's ship seems like it was trying to mount as many different systems on it as possible. While I'm not familiar with all the modules named, it seems like the ship would be a jack of all trades trying to do the job another ship specialized for tanking would find difficult. Little wonder it seems to be folding quicker than it should.

For myself, I run an Odyssey-Op on my Engineer that works well. It's primarily focused on defense and supporting other ships, so it is not optimized for solo or selfish play. I'll post it here and give an explanation to help the OP with another example to consider and compare to his own.



Fore Weapons: 3 x Mk XI AP Beam Arrays [Borg], 1 x Mk XII Quantum Torp [Borg]
Aft Weapons: 3 x Mk XI AP Beam Arrays [Borg], 1 x Mk XI Quantum Torp [Borg]

Engineering Consoles: 4 x Neutronium Armor, 1 x Chevron Seperation
Science Consoles: 1 x Assimilated Module, 2 x Field Generators (add to shield points)
Tactical Consoles: 2 x Antiproton Mag Regulator

Shield: MACO Mk XI Resiliant
Impulse Engine: Borg (or MACO Mk XI)
Deflector: MACO Mk XI

BOFFS:

Tactical: Tactical Team 1, Beam - FAW2
Engineering: EPTW1, RSP1, EPTS3, ES3
Science: HE1, TSS2
Universal LtCom: (Engineer) EPTS1, Aux to STR1, ES2
Universal Ens: (Science): Polarize Hull 1


The reason I have two types of Impulse Engines noted is that I will generally switch to a full MACO set for Cure to get the additional Heavy Beam attack. All other times, I go with the Borg Engine for its Sector Space abilities (the asymetric warp effect of the MACO engines gives me headaches).

This build works by using TSS2 and RSF (Engineering Captain) to keep resistances high while using EPTS to keep the shields as high as possible. Aux to STR1, TT1 and the two copies of ES are there to defend other ships, while the Polarize Hull gives the ship an anti-tractor defense. The RSP is your 'emergency button', to be used when you come under so much fire that your shields are about to collapse (which also means you are doing your job as a Cruiser in blocking for the team). TT1 and Aux to STR1 can also be used on yourself in this situation to buy time.

With the high hull resists against all damage from the 4 Neutronium plates, the ship can sustain quite a bit of fire past the shields. The balanced loadout of weapons ensures a good broadside while keeping torpedos available no matter how the ship turns. More importantly, the arrangement keeps power requirements down, allowing the EPTW to act as a damage booster instead of simply being used to keep the guns firing. The FAW combined with the beam arrays makes for a good defensive option when faced with fighters or heavy plasma torps, while the HE1 is there to handle any plasma or Borg DOTs that do get through.

As I said, it's important to note that this is a defensive/support build, as that is what I believe a Cruiser should be doing in a fleet. It's possible to make the ship an attack ship by putting a tactical BOFF in the Lt.Cmdr and Ensign slots, but I don't see this as using the ship to its full potential (it still can't match an Escort for attack). Similarly, you could replace the ES with other abilities for solo play, but this would leave any team you join without your support as an Engineering ship.

Hope this helps and maybe gives you some ideas to try.

Last edited by danqueller; 06-24-2012 at 09:34 PM.
Lt. Commander
Join Date: Jun 2012
Posts: 139
# 13
06-25-2012, 08:46 AM
I agree with danqueller completely. He has listed a very efficient Engoddy build that would do fantastic in tanking STFs.

I might consider making that universal ensign slot a Tactical ensign so that you can have 100% uptime on Tactical Team. Also I generally like having AUx 2 SIF 3 as my Commander Engineer power, but those are just minor playstyle nitpicks.
Commander
Join Date: Jun 2012
Posts: 414
# 14
06-25-2012, 09:04 AM
One thing I will add. I went with the Neutronium modules, not only for the Kinetic resists, but because I wanted a build that would be viable in any future STF I could envision. Right now, all three space STFs feature the Borg as the enemy, but what if a future STF features the Romulans, Udine, or a race that uses different damage types?

Rather than have to go and buy new modules, I decided on Neutronium as an investment in possible future changes. If you want to specialize just for the current STFs, you can probably replace the Neutronium with some other module that offers more Plasma resists and do quite well.
Lt. Commander
Join Date: Jun 2012
Posts: 139
# 15
06-25-2012, 09:22 AM
I have been reviewing my Armor modules as well: I had been running 1 electroceramic and one monotanium (and the borg console in the third star cruiser slot). However, I was told today that the borg antiproton cutting beam has 100% shield penetration. If this is the case, than I want either armor that has both plasma resistance 'and' antiproton resistance, so neutronium is a good pick, or straight antiproton resistance.

So, I'm going to test out the all neutronium build, but maybe also a Parametallic or Tetraburnium setup as well. I'm sure that both will be effective setups, it's just a matter of how much I fear the Cutting Beam
Commander
Join Date: Jun 2012
Posts: 482
# 16
06-25-2012, 09:28 AM
Quote:
Originally Posted by boorman73 View Post
Hi all. I could use some advice for my ship. I seem to be getting my behind kicked in elite STF's more than I should. It takes me forever to take out simple probes. Any suggestions to increase my DPS or staying power would be appreciated.

5 Mk 12 AntiProton Beams
Breen Transphasic Cluster torp
Tricobalt Torp Launcher Mk 11 [Acc] [Crtd] [DMG]
Rapid Relod Transphasic Torp

Assimilated deflector array
Supercooled Combat Impulse engine Mk 11
M.A.C.O. Resilient Shield array Mk 12

Engineering consoles:
Chevron separation
SIF Generator Mk 12
Plasma Distribution Manifold Mk 11
Monotanium Alloy Mk 11
Electroceramic hull plating Mk 11

Science Consoles:
Assimilated Module
Power Insulator Mk 11
Inertial Dampeners Mk 11

Tactical Consoles:
Energy Distribution Manifold Mk 12
Warhead Yield Chamber Mk 11
i love oddys and use all 3 regularly and have good dps and survivability.

i think too many torps. turrets fire all the time.

maco 12 shiled with borg set.

consoles are a disaster. i see other advice to help you on this so I won't elaborate.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 17
06-25-2012, 10:16 AM
Quote:
Originally Posted by danqueller View Post
One thing I will add. I went with the Neutronium modules, not only for the Kinetic resists, but because I wanted a build that would be viable in any future STF I could envision. Right now, all three space STFs feature the Borg as the enemy, but what if a future STF features the Romulans, Udine, or a race that uses different damage types?

Rather than have to go and buy new modules, I decided on Neutronium as an investment in possible future changes. If you want to specialize just for the current STFs, you can probably replace the Neutronium with some other module that offers more Plasma resists and do quite well.
While I use Neutronium myself, MK XI Rare resistance consoles cost peanuts on the exchange and/or can be gotten through episode content with minimal time investment.

It only takes a few seconds to swap out resistance consoles.
Lieutenant
Join Date: Jun 2012
Posts: 45
# 18
06-25-2012, 10:52 AM
Thanks much! I went shopping and got the 3 Rare Neutronium Mk XI, plus the AP Mag Regulator. Also running 7 Mk 12 AP beams plus a Mk 12 Tricobalt torp. Gonna take awhile to rack up the EC's for the rest.

So far, though, I've run 2 elite STF's. Got killed once in one of `em but still picked up the optional. Didn't get killed once in the other. Marked improvement. Definitely a tougher ship now.

Next up is reallocating the skill points. I appreciate the advice. Will post further updates.
Lieutenant
Join Date: Jun 2012
Posts: 45
# 19 Sorry It Took So Long...
10-21-2012, 02:41 PM
OK, I went to the website suggested. Based on its advice, my skill points are allocated as follows:

Maxed Out:
Starship Energy Weapons
Starship Weapons Training
Starship Projectile Weapons
Driver Coil
Starship Electro-Plasma Systems
Starship Batteries
Starship Hull Repair
Starship Power Insulators
Starship Graviton Generators
Starship Countermeasures Systems
Starship Shield Emitters
Starship Particle Generators

3 Yellow Bars:
Starship Threat Control
Starship Engine Performance
Starship Hull Plating
Starship Shield Performance
Starship Inertial Dampeners
Starship Sensors

1 Yellow Bar:
Starship Maneuvers

3 Green Bars:
Starship Energy Weapon Specialization
Starship Targeting Systems
Starship Impulse Thrusters
Starship Warp Core Potential

2 Greens:
Starship Subsystem Repair
Structural Integrity

1 Green:
Starship Warp Core Efficiency


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