Ensign
Join Date: Jul 2012
Posts: 8
# 1 Galaxy Tactics Needed
07-24-2012, 07:04 PM
Hello everyone,

I've been playing since Beta and I play off and on.

I have my 2nd character to VA now and I am interested in collecting some serious equipment.

More specifically, I love the Galaxy and Galaxy Dreadnought (they are my favorite trek ships and I love using them). Unfortunately, I have no idea how to use these ships. I will admit that I am a noob with these ships and only recently learned how these ships need to use their broadsides.

That being said, when I go into an STF (Cure on normal) for example, I get my butt whooped. Really bad. I usually loose shields extremely quickly, have no great way to heal myself and am usually defeated. If I use my Vulcan Science vessel, I can usually do very well (I am a Science Captain).

What should my layout be for a Galaxy or Galaxy Dreadnought? I read the post on the Hakaishin Dreadnought, but I do not have the time/money/credits/dilitium to get that kind of layout and equipment.

What should my tactics be with the vessels?

Any and all help is really appreciated. If this is covered elsewhere or answered better, please point me in the right direction.

Thanks!
Captain
Join Date: Jun 2012
Posts: 3,441
# 2
07-24-2012, 07:25 PM
What is your current setup and what power settings do you run at? Are you running dual EPTS? Are both your VA's sci captains? More info is always helpful when looking for outside ideas.
Lieutenant
Join Date: Jul 2012
Posts: 37
# 3
07-24-2012, 07:35 PM
sadly, for STF's, I think gear is going to make a rather significant difference - you'll find some significant upgrades in ability from various random drop shields, deflectors and engines to the borg, Aegis and Maco sets...If you can manage it at all, I highly recommend picking up the traditional 3 borg pieces - they're fairly cheap (at 5 edc a piece) and while their individual stats are...average, the three piece set bonuses make a significant difference

you can always craft the Aegis set, and it turns out to be quite a lot of fun, looks good, is *relatively* accessible (use the 20% discount crafting event to cut down on the dilithium cost of uncommon unreplicatable materials) and is still decently better than most of the random drop gear

that being said, knowing that your ability to pick up gear is limited, here's what I generally recommend as far as cruiser tactics (knowing nothing of your character skill set, unfortunately)

I'm a tac captain - I tend to have skills that focus on more outgoing damage, but my cruiser setup has lately become quite satisfactorily survivable

I can't recall what the Hakaishin setup is, but I suspect it's using the traditional rotating EPTW1 and EPTS x (I actually have 2 copies of EPTW1 and EPTS3, which turns out to be staggeringly useful overall - sadly, I'm using a RSP 3, which most people consider a waste, but there was nothing else I wanted at the tier 4 level - most other people use AuxtoSif, but I had...other things...I wanted there) as I mentioned - with engineer boffs 3 and 4, you've got room for 2 tier 2 powers, which I fill with engineering team 2, and aux to inertial dampers (It's *amazing* how much it improves your turn rate in a cruiser - really handy if you're into that sort of thing)

You've also got room for 2 sci powers, which I usually fill with hazard emitters 2 and polarize hull 1 (I don't like getting paralyzed by CC powers, but if you're comfortable, you can switch out for TSS2 and HE1 or PH1 if you like that better)

obviously, most people are going to recommend TT1 (tactical team 1 - and it's really quite handy) for shield management at the least (the weapon buff ain't nothin' either), and with a dreadnought, I'm imagining BO2 and FAW1 (thats beam overload and fire at will) would be your key other tactical powers (I *hear* that BO works with the phaser lance..that I'd like to see)

obviously, with so many powers in the game, and me with no experience in a dreadnought (though I've done a lot of flying in VA cruisers), here's a couple of strategies I *might* recommend - other folks that have attempted these and failed may warn you away

in a dreadnought (a ship I'm eagerly looking to try out someday when I have money to blow and am willing to let PWE screw me)

many people recommend beam builds for cruisers, and I've used them, and they work - I've used cannon builds, and they work all right too, but in a dreadnought especially, because of the beam quality of the phaser lance, you're best off using beam based powers, which means you might as well build your ship with beams - that means adopting a broadside stance (trying to keep your key target(s) in the 70degree arc on either side)

this usually means approaching your target to about 3-4 klicks straight on (if at all possible) firing your forward weapons (not lance yet) - at 3-4 klicks, burn the lance (if you wanna go slightly more combaty, maybe stick a tractor beam on your sci area - most ships have defenses against holds, but it takes a second or 2 - in that second or two, you could burn BO2 and your phaser lance) with BO2, then turn to the side - start wailing away with beams, pop FAW as soon as you get a chance, keep turning (remember to drop to 3/4 or even 1/2 if you need to keep faster targets in arc), and pop that Aux to Iner Damp (if you took it) if they start to outmaneuver you

keep Tac Team up as often as it'll come up (there are doff's that reduce the cooldown on it), keep rotating the EPTW and EPTS, and keep hitting shield redestribute (or if you can afford to put it on a convenient keybind, just keep pouring shields into whatever facing you have your enemies on)

a quick trick someone taught me awhile ago for ships that won't let go of your behind - drop into reverse as quickly as possible, and attempt to turn your ship - even better if you can pop evasive manuevers, drop to reverse as quick as possible, and attempt to move your target back in front of you

some people will go with all rear beams as well as forward, but never discount the value of a chroniton torpedo (although they nerfed the slow-proc recently, I hear), and I've been wondering if cloaking tractor mines might turn out to be useful

wow...thats a lot to take in, I know - maybe, if you're interested, I'll try to parse this out a little better - but that's the pile of thoughts that occurred to me most immediately - hope it helps even a little
Ensign
Join Date: Jul 2012
Posts: 8
# 4 Layout
07-24-2012, 07:50 PM
The layout is as such:

Fore Wep's: Phaser Beam Array Mk XI [CrtD] - X4
Aft Wep's: Phaser Beam Array Mk XI [DMG]x2 - X4
Deflector: Positron Deflector Array Mk X [SubD] [Gra]
Impulse: Prototype Gravitic Modulation Impulse Engines Mk VIII
Shields: Reman Prototype Corvariant Shield Array Mk VIII
Devices: Red Matter Capacitor, Subspace Field Modulator, AUX Battery
Engineering Consoles: EPS Flow Regulator Mk X - 3 of them
Science Consoles: Graviton Generator Mk X, Countermeasure Systems Mk X (2 of them), Cloaking Console
Tactical Consoles: Phaser Relay Mk XI

Tac Abilities: Beam at Will I, Attack Pattern Beta I
Engineer Abilities: Emerg Power to Shields I, Emerg Power to Weapons II, Eject Warp Plasma II, Aceton Beam III
Science Abilities: Polarize Hull I, Tyken's Rift I

Power Levels:
Weapons - 119/100
Shields - 72/50
Engines - 45/25
Aux - 45/25

My other VA is a Tactical Officer
Ensign
Join Date: Jul 2012
Posts: 8
# 5 Character Levels
07-24-2012, 08:02 PM
Lieutenant
Join Date: Jul 2012
Posts: 37
# 6
07-24-2012, 08:12 PM
woof - just got a look at your internal setup...that's...interesting - not the way I would have gone - I'll try and offer a few more gear choices then as well

#1 - the internal layout and boff layout are different for the Galaxy that you seem to have posted, and the gal-x dreadnought (dreadnought should have identical internal layout to the Assault Cruiser) so, all my above suggestions were for the dreadnought (or AC) - for your Gal - you'll have to skimp in one or more areas...

For engines, deflectors, shields - again, in general, I recommend sets that you can get your hands on - but ideally, and really cheap, the borg engine, deflector, and universal console - the borg engine is actually pretty good, the console is odd but useful, I don't even remember what the deflector's basic stats are (but the 3 set bonus is the real payoff), and most people don't recommend the shields, although they *may* still be better than what you've got

if you absolutely can't stand the borg stuff, or can't get it (you can turn off the visuals, if you hate the look of all that green crap on your ship) I'd recommend efficient combat engines (combat engines have improved turn rates, and efficient operates better at low power levels) engines with emer thrusters are kinda nice too, but not really necessary

#2 - I'm only guessing, but I imagine most people are going to advise against most of your console choices - 3 eps flow regulators seems like FAR too much - most are going to recommend significantly increasing your armor (i can't remember which ones do which by name, but multiple stacks of the all dmg type armor is usually an okay way to go, other people might recommend the more specific armors) - In a gal-x, most people seem to agree that the RCS accelerators are wasted, and they're probably right - it's hard to tell (but I CAN tell you that Aux to Iner Damp creates a very significant improvement to turn rate)

as for tac consoles, obviously, you'll want to stack as many phaser weapons as you can (if you're using the gal-x, as I understand it, the phaser lance counts as phaser type - so you might as well stock up on phasers - for any other ship, however, Anti-Proton or one of the multi-proc weapons (like phased tetryon or phased disruptors) seem to be the more popular ones lately

For sci consoles, you'll generally want, again, I can't remember the name, but it adds a straight percentage to your shield value - these seem to be the most popular, but they can also be staggeringly expensive - I'm not sure what I'd recommend in their place - you can keep the cloak console, but it'll fit anywhere (iirc), and I wouldn't advise spending console space on buffing the cloak - its a mostly one-trick pony, and blowing precious console space on that ability seems like a bit of a waste

again, if you can fit that borg universal console, leave a spot for it

For your actual weapons, i'm sure you've heard by now, the acc buff seems to be the most popular and generally successful - after that, crith and critd and then dmg seem to be the add-ons of choice - I know it can get expensive, but those borg mk 11 weapons are a pretty good, solid choice, and especially handy in the STF's themselves

your devices seem like good choices, although you may forgo the aux for engine, shield or weapon - oh, right - you're a sci captain...but you're still very limited as far as the whole scope of your total sci powers...it's debateable...

again, that's all that occurs to me for the moment - hope that helps
Captain
Join Date: Jun 2012
Posts: 3,441
# 7
07-24-2012, 08:41 PM
Okay, I'm not a super-elite player, but I do see some stuff we can fix easily to boost you a lot. Note there is much more complicated stuff out there (aux to battery builds for example), but I want to keep it simple so you can dive right in.

First, drop down to 6 beam arrays. With 8, unless you're an engineer, the drain means you're actually losing damage when you fire a full broadside. 6-or-so seems to be the magic number on diminishing returns. The most common and easiest-to-use loadout is 3 beams each fore and aft, then toss on some quantum torpedoes or mines for the unshielded targets so common in STFs. An alternative is 2 dual beam bank and 2 beam arrays fore, and 4 beam arrays aft. Makes your initial approach more lethal, then you swing into the broadside for the same as before, but you aren't as effective against structures.

Second, your consoles are not helping you much. For Engineering, 1 Flow Regulator to counter the sudden drain of the phaser lance or a beam overload, the cloaking device, and 2 armor consoles, either neutronium (as the most versatile) or monotanium (because torps are the big killers in STFs). Science get a Field Generator (craft it or buy it, its expensive but really worth having) and the Borg Assimilated Module from the mission Assimilated. Even if you won't use any other Borg stuff, that module alone gives you extra weapons power and crit power, and is really worth it. Tac consoles you're good though.

Third on skills. Paired Emergency To Weapons 1 (above 1 doesn't help much), paired Emergency To Shields 2 or 3, and keybind them (along with Redistribute Shields) to your spacebar. Hit it every 15 seconds and they'll both be always on, and you'll have lots of weapons energy and be very durable. For your remaining three eng skills there are a lot of options. Aux to Inertial Dampeners gives you a good maneuverability boost for 15 seconds, help you get into better firing position, but if you use this only get the Level 1 version, as higher than that doens't really help and uses up more-important slots. Aux to Structural is 'meh' as a heal, but it gives you a big damage resist and a pretty good total cooldown time (15 seconds up, 15 down). Engineering Team is a huge hull heal, but interferes with other teams, so you can't use it and Tac Team at the same time. Reverse Shield Polarity 1 or 2 works as an emergency 'oh crud' button to give you a few seconds to get yourself together, but it has a very long cooldown for only a few seconds uptime. Eject Warp Plasma is great for crowd control, combined with Evasive to cropdust a wide area, then spin around and blast your slowed target with the lance. Finally Extend Shields is wonderful for helping teammates; watch what a boss is targeting, then throw ES on that target and they become nearly as tough as you for a full 30 seconds, making for a great team skill. Pick 3 of the 6 skills listed to fill out your remaining engineering slots, depending on what you want to do. I personally like Engineering Team, Eject Warp Plasma, and Extend Shields, but every player has their favorites.

Science skills, you need Hazard Emitters 1 or 2 to fight Borg (for putting out plasma fires), and then you have 3 options for the last slot. Transfer Shield Strength 2 for shield heal and tanking, Science Team 1 or 2 for flash shield heal and debuff-clearing (not needed against Borg, but mostly when fighting Breen and Jem'Hadar), or Polarize Hull 1 for getting out of tractor beams (which are REALLY annoying, but you should be tough enough to tank them). The most popular layout is Hazard Emitters 1 and Transfer Shield Strength 2.

Tactical, you want Tactical Team 1 (every ship should carry this), then Beam Overload 2 for the Lance and/or a DBB blast (I THINK it works with the lance, I admit I fly an Excelsior not a Gal-X), and then either a second Tac Team (bind the pair to your spacebar, 2/3 uptime) or Fire At Will 1 for a beam-array disco ball of agg-pulling and torpedo-swatting death.

Fourth, as to your gear, you may want to go run the last Reman mission again to get a Mk XI version of their shield, but otherwise Mk 8 engines and that Mk 10 deflector should hold you just fine till you can get some EDC for borg gear. Your long term goal should be the Assimilated Borg Deflector and Engines (plus that module) to give you extra hull and shield healing set bonus, and then the best shield you can get (Borg shield sucks), which for most people is the MACO 11 or 12 shield, though some like the Aegis. But for normal STFs, you don't need to dramatically re-tool, just collect your EDC and work your way up.

Its kind of a cookie-cutter design for any cruiser really, and there are more special and complicated builds out there, but it works and its easy to use. You just tank with the shields, heal yourself and teammates as needed, and keep the pressure on with the broadsides.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 8
07-24-2012, 09:09 PM
Quote:
Originally Posted by freemason621 View Post
The layout is as such:
Deflector: Positron Deflector Array Mk X [SubD] [Gra]
Impulse: Prototype Gravitic Modulation Impulse Engines Mk VIII
Shields: Reman Prototype Corvariant Shield Array Mk VIII
Take some of your borg salvage, and get a shield from the STF store. Or farm yourself a MK XI Reman shield until you can get a MACO shield.

If you have 20/40 EDCs already, then get yourself a MACO shield.

Use 10 EDCs to buy yourself the Borg Engine and Borg Deflector.

Quote:
Originally Posted by freemason621 View Post
Engineering Consoles: EPS Flow Regulator Mk X - 3 of them
Science Consoles: Graviton Generator Mk X, Countermeasure Systems Mk X (2 of them), Cloaking Console
Drop all 3 EPS Flow Regulators.

Get 2x MK XI Neutroniums, get the Borg Assimilated Console from "Assimilated" mission.

Get rid of everything in your Sci slots.

Buy as many Field Generators as you can afford or afford to craft and fill your Sci slots with them.


Quote:
Originally Posted by freemason621 View Post
Tac Abilities: Beam at Will I, Attack Pattern Beta I
Engineer Abilities: Emerg Power to Shields I, Emerg Power to Weapons II, Eject Warp Plasma II, Aceton Beam III
Science Abilities: Polarize Hull I, Tyken's Rift I
Assuming the Galaxy-X as you mentioned Cloaking console (which you should never use on STFs).

TAC ENS: Tac Team 1
TAC LT: BFAW 1 > Attack Pattern Beta 1

ENG CMD: EPTW 1 > EPTS 2 > EPTS 3 > Aux to SIF 3
ENG Lt CMD: EPTW 1 > RSP 1 > EWP 1

SCI: HE 1 > TSS 2


This is a much sturdier layout, if you make all of the gear & BOFF changes I've mentioned and still have trouble then come back to us.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,540
# 9
07-24-2012, 11:47 PM
Quote:
Originally Posted by kermit1013 View Post
if you absolutely can't stand the borg stuff, or can't get it (you can turn off the visuals, if you hate the look of all that green crap on your ship) I'd recommend efficient combat engines (combat engines have improved turn rates, and efficient operates better at low power levels) engines with emer thrusters are kinda nice too, but not really necessary
His engine power is set to 25 and currently hitting 45 the bonus from Combat Engines cuts out once power goes over 40.

Impulse engines would be a better choice.

Borg Engines would be the best choice, also Warp 14 in Sector Space "WHOO"

Hyper Impulse kick in at power levels greater than 60.

Low Power Levels < 40 (Combat)
High Power Levels > 60 (Hyper)

Keeping in mind a Combat Impulse Engine (Klingon Honour Guard for Example) providing a set bonus would always be a better choice regardless of power levels.
I was once DKnight1000, apparently I had taken my own name so now I'm DKnight0001.
If I ask you a question it is not an insult but a genuine attempt to understand why.
When I insult you I won't be discreet about it, I will be precise and to the point stupid.
Lieutenant
Join Date: Jun 2012
Posts: 30
# 10
07-25-2012, 03:09 AM
give this thread a read

http://sto-forum.perfectworld.com/sh...d.php?t=285491
HATE THE NEW FOURMS

join date december 2011
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