Go Back   Star Trek Online > Feedback > Federation Shipyards
Login

Reply
 
Thread Tools Display Modes
Lieutenant
Join Date: Jun 2012
Posts: 76
# 21
08-15-2012, 11:45 AM
Quote:
Originally Posted by unangbangkay View Post
Hey forumites,

I normally run my Armitage with a photon torpedo up front because the description said it was a torpedo boat, but soon I intend to transition to elite STFs and figure I should spec for max damage, which is usually hampered by a torpedo (without the right projectile Doffs to make it fire faster, which I don't have). As such I'm switching to a 4-cannon 3-turret setup.

My issue is, however, my Boff layout, and I can't seem to find a way to optimize all the slots, particularly the ensign slots.

Here is my current setup (Engi Captain):

COM TAC: Torpedo Spread I, CRF I, CSV II, AP Omega III
LTCOM TAC: TT I, CRF I
EN TAC: TT I
LTCOM ENG: EPTS I, RSP I, EPTS II
LT SCI: TSS I, Hazard Emiters II

Equipment:
Fore: Quad cannons, 2x DHC, 1 photon (replace with DHC) (all phasers, can replace with polarons)
Aft: 3x turrets
Shields/Deflector/Engines: Full MACO set (can replace with Borg engines, Full aegis, or Jem'Hadar if switched to polarons)
En consoles: 2x Neutronium, Borg console
SCI: Field Generator, Photon PDS (can replace with Field Generator)
Tac: 3x Phaser Relay, Photon chamber (replace with phaser relay)
Hangar: Danube Runabouts (green, can replace with purple once I farm more dil)

What should I put in the torp spread slot? I tried putting TTI there, but then I couldn't figure out what to put in my 2nd or 3rd ensign slots.

Also, should I keep 2 copies of CRF, or replace an LT slot with Attack Pattern Beta?

Plus, I opted to keep APO III because of tractor beams, but I could use Polarize hull, but I've heard it's not ideal for elite STFs.

If possible, I'd also like a setup that will work on a Tac retrofit with minimal tweaking

Any advice or tips are welcome, and thank you very much in advance
My advice: transition back the other way. All cannon armitage isn't gonna happen in any good way. You WILL waste a boff slot, because the only non beam oriented ensign boff is tac team, and 2x covers you 24/7. A third has literally no purpose. Just slot one torp, and slot TS I, and call yourself a winner.
Captain
Join Date: Jun 2012
Posts: 1,334
# 22
08-22-2012, 07:41 PM
Quote:
Originally Posted by atrus19 View Post
My advice: transition back the other way. All cannon armitage isn't gonna happen in any good way. You WILL waste a boff slot, because the only non beam oriented ensign boff is tac team, and 2x covers you 24/7. A third has literally no purpose. Just slot one torp, and slot TS I, and call yourself a winner.
I wouldn't go that far. So theres a wasted ensign slot, theres so many tactical boff slots on these escorts anyways that I tend to not use them all. I run a dhc front, turret rear Armitage, and I love it. I let the fighters and the consoles do my torpwork
Career Officer
Join Date: Jun 2012
Posts: 1,219
# 23
08-28-2012, 12:05 PM
Hehe I banged my head against this when I first got my MVAE. I was specced fully into energy weapons and didn't really understand DBBs. I finally got over it and respeced into torps.

Torps are nice. People like to throw around math that shows they are ineffective, but frankly, they are wrong. Torps are for burst. There is a definitive difference between burst damage and DPS, and you aren't likely to beat the burst torps can give.

DPS is your constant pressure. It's dependable and steady, but lowish. Even if your DPS is high, it will be low compared to how much burst can be achived.

Burst is for when a shield drops, or when a timer is running, or you just want it dead *NOW!* It will always be higher then DPS, but it will never last as long.

Your going for max DPS. That is a noble goal. You are missing the fact that "somewhat less then full DPS, but adding to my burst capabilities will be more effective over all" is true.

Your also facing the fact that your ship simply doesn't allow for the build you want. Welcome to the club, meetings are on Thursdays during maintenance =P.

Advice: Your ship is great, your plan is not. Add a torp back in for the burst, and don't worry about the minor loss in overall DPS and enjoy the fact that you learned more about speccing your ship. No build lasts forever, and you will experiment with new builds during your entire career.

Personally, I'm a sci, but I've recently gotten into the torp doff + torp build way of thinking. My DPS is roughly the same, but I have more aux power available. The best part of STO is that there is no one single way of doing things. Don't listen to the people who say that this ability is junk or this build is the one true way. Experimentation is the only way you will find what works for you.
I once again match my character. Behold the power of PINK!

Vice Admiral Space Orphidian Possiblities Wizard
Captain
Join Date: Aug 2012
Posts: 3,553
# 24
08-28-2012, 12:21 PM
I agree with kimmy. The wonderful thing about escorts is that they are so offensively oriented, as long as it shoots and makes things kersplode, it's viable. The thing with the armitage is the torpedo PDF. You put photon torpedos, use hyIII, use the PDF, then press fire. 426,814,973 torps shoot out, and everything in front of you dies. Then you wait for cds, rinse, and repeat.
As for full cannons, that's... kind of a waste as you probably figured out. So as was stated before, add a torpedo. It works well on my raptor. I run a qin heavy raptor, 3 DCs and a photon in the front, and 2 turrets and a photon in the rear. Btw, before you bash my torpedo fart, just remember, a target with no shields is askin for a torpedo, and if you wipe their shields and they get behind you, if there was one thing I have learned from flying a cruiser on my fed acc, it's this: nothing beats farting a torpedo spread from your rear when they think they've gotten away with no shields.
Torpedoes in my mind are a must have, regardless of what ship you're flying. Nothing beats them when it comes to hitting unshielded or shielded down targets. Like kimmy said, you can burst like a mofo with torps, whereas with cannons, you can burst... sort of... It's more like you poke them to death with a zillion paper cuts (tt1, eptw1, apb1, crf1). But after you fire off that burst, and their shields drop, where's the coup de grace? And that's where your torpedoes come in. Shields down, reeling from the cannon barrage, BOOM torp to the face/side/rear and that's all she wrote.
Career Officer
Join Date: Jul 2012
Posts: 624
# 25
08-28-2012, 06:02 PM
maybe sacrifice a turret for a Quantum? whip around at the last minute punch torp spread or HYT and get clear for another run
No to T5 Constitution No to T5 Miranda No to Arc Yes to a Federation Frigate Pet
Captain
Join Date: Jun 2012
Posts: 1,334
# 26
08-30-2012, 09:07 AM
Quote:
Originally Posted by annemarie30 View Post
maybe sacrifice a turret for a Quantum? whip around at the last minute punch torp spread or HYT and get clear for another run
It all depends on your tactical console load out. If you plan to have a torp console, your better off using a photon torp (because of the torpedo point defense console), otherwise, it should be fine. If you have the patience and discipline, you could always use a mine spread to drop right after your strafing run too.

Myself, I tend to stick with all energy weapons, and let the cruisers back me up with torpedo volleys.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 27
08-30-2012, 09:18 AM
Quote:
Originally Posted by unangbangkay View Post
Hey forumites,

STUFF!!

If you're just doing STFs/Fleet Events you can run 3 DHCs + 1 DBB.

DBBs are not as strong as DHCs but they are not massively behind either.

You still get all of your tac consoles focused onto all of your weapons, and you can simultaneously use powers like BFAW or BO at the same time as CRF/CSV.
Commander
Join Date: Jun 2012
Posts: 346
# 28
08-30-2012, 09:20 AM
Quote:
Originally Posted by atrus19 View Post
My advice: transition back the other way. All cannon armitage isn't gonna happen in any good way. You WILL waste a boff slot, because the only non beam oriented ensign boff is tac team, and 2x covers you 24/7. A third has literally no purpose. Just slot one torp, and slot TS I, and call yourself a winner.
Wasting a BOFF slot (especially Ensign) is better than wasting a frontal Weapon slot.
Debatable about an Aft slot.


The whole "burst damage vs DPS" argument makes no sense in any game: DPS kills things deader, burst produces nice screenshots for the kind of people that like to puff their cheeks whenever they see a high number but is otherwise meaningless.
Captain
Join Date: Jun 2012
Posts: 568
# 29
08-30-2012, 12:20 PM
Quote:
Originally Posted by quiscustodiet View Post
The whole "burst damage vs DPS" argument makes no sense in any game: DPS kills things deader, burst produces nice screenshots for the kind of people that like to puff their cheeks whenever they see a high number but is otherwise meaningless.


Burst Damage = better for targets that you want to kill quickly. Typically these are things which are offensively but not defensively powerful; or which have annoying abilities (allied heals? CC?) but they can also be part of a timed mission objective. Examples in STO of good "Burst damage" targets: Kang attack waves in CSE, Probe spawns in KSE, Nanite Spheres in ISE, most ship spawns in Fleet missions. Most ships in PVP. On the Ground, Tactical Drones, Worker Drones, etc.

Sustained Damage = better for big defensively-powerful targets (i.e. ones that take a long time to kill, and would survive long after your spike damage abilities/buffs expire). Examples in STO of good "Sustained Damage" targets: Elite Tactical Cubes, Gateways, Transformers. Bosses and some Structures on Ground missions.

Note that most common examples of Spike Damage targets in STO PVE are of things that spawn in multiples... therefore, it's often a good idea to bring some AoE Spike Damage rather than Single Target Spike Damage (the only real exception would be in PVP when a team wishes to focus-fire one target at a time). There's nothing I can think of in STO that currently benefits from having large amounts of AoE Sustained Damage. Even soloing a Gateway on KSE all you need is Sustained Single Target Damage for the Gateway and AoE Spike Damage to kill the probes.

[ <<<--- @Maelwys --->>> ]
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 10:25 AM.