*Edited to reflect changes made after suggestions...thanks, and keep them coming!
Hello fellow captains,
This is my first post. Been playing since free to play, was able to catch the free oddy cruiser, and since I've seen others do this, thought some of you might get a kick out of my build. So here goes, for your enjoyment (or at least, if you have nothing better to do here lol.
I've learned a lot over the last few months, and still learning. I'd love some input on if I can do anything to improve this layout. Thanks!
Odyssey Star Cruiser U.S.S. Fleming NCC-93099-A
Weapons: (Currently working on switching to more accurate Tetryons)
Forward-Tetryon Beam Array Mk XI x2, Tetryon Beam Array Mk XII (Borg), Quantum Torp Mk XI
Aft-Tetryon Beam array Mk XI x2, Tetryon Beam Array Mk XII (Borg), Quantum Torp Mk XI
Borg Engines, Deflector, Maco Mk XII shields
Consoles (All Mk XI, at least Rare quality)
Engineering-RCS Accelerator, hull plating (neutronium for PVP, more specific to damage type for PVE depending on mission), EPS flow regulator, and Borg console
Science-Shield Emitter amplifier x2, Field Generator
Tactical-Tetryon Pulse Generator x2
Subspace Field Modulator, Shield, Aux, and Weapon batteries
Bridge Officers and skills: My goal is to focus on whatever will keep me alive as long as possible, first protecting and regenerating shields, then hull, hopefully long enough for shield powers to recharge.
Universal Lt Commander Science-Science Team 1, Hazard Emitters 2, Transfer Shield Strenth 3
Lt Tactical-Beam Fire at Will 1, Torpedo High Yield 2
Commander Engineering (Borg Boff)-Emergency Power to Shields 1, Engineering Team 2, Auxiliary to Structural 2, Reverse Shield Polarity 3
Lt Science-Tractor Beam 1, Polarize Hull 2
Ensign Science-Jam Sensors 1
My power settings are tuned for "attack mode", and are as follows:
I recently respecced and made sure I put a lot into auxiliary systems. My goal, (knowing this ship is not an escort and will never do as much damage) is to to the most damage I can, while surviving as long as possible by using my Boff abilities and batteries.
This is the free oddy, and in the futere, I was thinking I might get the Tactical odyssey, to further boost damage potential while using science abilities. If I do that, I'll probably put Tactical Team 1 in the Universal Ensign slot.
Please let me know what you think, I'd love any more suggestions you guys have. Thanks!
While I fully admit I'm no expert on squeezing out more damage, I feel I can speak on survivability.
My Engineers tank fleet actions and elite STF's in cruisers, regularly and successfully.
Consoles: RCS: I've recently changed my opinion on these (used to always have one on cruisers). I've taken it out, and honestly, it hasn't made much of a difference. EPS: I still stick one of these on anything with 6+ beams. Helps recover quicker from the drain. Booster Modulator: I feel it's unnecessary. Keep Aux batteries on you, and MAYBE spec into aux performance. No need for a booster console. Emitter array: Handy, but can be easily dropped for, say, a 2nd field gen. Emitter Amplifier: See Emitter Array. (though I personally feel these are more useful. Maybe 2x Field Gen and 1x Emitter Amp?)
*Disclaimer: This is based on what I currently am running on my tanks* Devices:
I roll with Subspace Field Modulator or Red Matter Capacitor, Weapons, Aux and Shield batteries. I could probably drop shield batts to get both the RMC and SFM (above), since I hardly use them. But I go through Weapon and Aux batteries like candy
Boff Stations: Lt Tac: Tac1/FAW2 Cmdr Eng: Eng1/RSP1/EP2S3/Ext Shields 3 LtCmdr Uni: Eng1/A2Sif1/EP2S3 Lt Sci: Pol. Hull1/HE2 Ens Sci: TSS1
Maybe swap TSS and HE.
If you buy an Ody, I like to use the uni ens for tac. Then do FAW1 and the Lt slot: Tac1/APD1. Personal preference.
I hope that's somewhat helpful
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~