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Starfleet Veteran
Join Date: Jun 2012
Posts: 1,618
# 11
08-15-2012, 10:08 PM
Quote:
Originally Posted by unangbangkay View Post
Speaking of the Oddy, does the default Oddy (or the C-store one) use the cool bridge from the mission where you visit the Enterprise-F? I'd use it if that were the case
IDR if the anniversary oddy used it but the cstore ones have it as an option.
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

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Starfleet Veteran
Join Date: Jun 2012
Posts: 1,618
# 12
08-15-2012, 10:15 PM
Quote:
Originally Posted by neok182 View Post
@unangbangkay that sounds pretty good. i've never run into any power issues, most likely due to the red matter battery. back before i switched to escorts i did use a tricobalt on the back specifically because of that long reload time.

@disposableh3r0: interesting. i'll be sure to give those engines a shot. i was seriously considering getting the tac oddy but i really didn't like the oddy much. just a little too fat and big for my taste, hence why i've been excited for this ship.

This is why we need a damn way to test drive the ships. lol
Gey the Ops Oddy instead like i said if you jettisosn the chevron and 1500 of your fattest crewmen you get an 8 degree a second boost to your turn rate or get the pack since the 3 piece bonus is rather nice. if you get the set i recomend using the sci oddy since you end up burning 4 console slots just for the oddy goodies and the assimilated mod if you used the tac you would end up giving uop the extra tac slot for a uni console plus the sci had sensors analysis.

mine looks like this.
ENG
oddy sep oddy worker bees neutronium armor x 2
Sci
oddy aquarius borg console field cap x 2
Tac
tetryon pulse gen x 2
Actualy reading things pefore posting will make you look smarter than yelling loudly. Reading comprehension is aparently a lost art.

Not everything you see on the internet is true - Abriham Lincoln
Starfleet Veteran
Join Date: Jun 2012
Posts: 816
# 13
08-16-2012, 01:54 AM
Quote:
Originally Posted by unangbangkay View Post
After thinking about it for a little bit I think going with 7 beams and 1 launcher (the wide arc), is better than going 6 beams with 2 launchers (regular in the rear or vice-versa).

Why? In practice whenever I use a slow-turning vessel there's always a temptation to put my back to an enemy to use that 2nd launcher*. That's a problem, since the best technique for any broadside-oriented build is to keep your broadside to an enemy, where the 270-degree arrays will overlap each other, placing maximum beams on target. Turning away to use the 2nd launcher denies 3 full weapon arcs for several seconds, reducing DPS.
There are 2 wide arc 180 launchers in game. Why not fit the 180? missiles? 2 wide arc projectiles to help reduce drain on energy might work well.

Thinking about 2 wide arch and 2 mines myself but would 4 beam arrays be enough? Perhaps 5 arrays? Perhaps shield drain mines and tractor mines?

Last edited by pottsey5g; 08-16-2012 at 05:26 AM.
Starfleet Veteran
Join Date: Jul 2012
Posts: 960
# 14
08-16-2012, 02:06 AM
Quote:
Originally Posted by pottsey5g View Post
There are 2 wide arc 180 launchers in game. Why not fit the 180? missiles? 2 wide arc projectiles to help reduce drain on energy might work well.

Thinking about 2 wide arch and 2 mines myself but would 4 beam arrays be enough? Perhaps 5 arrays? Perhaps shield drain and tractor mines?
The problem with the missiles is that I can't get them anymore. Not without spending an obscene amount on the exchange. And unless they're confirmed to work with regular torpedo powers I'm not sure they're worth it.

Like I said in my thread, if I only have 1 wide-arc weapon it's more effective for me to just fire it fast with the help of projectile doffs, than waste time turning my slow ass. Besides, as an Engineer captain I have many powers to help with the energy drain.
Starfleet Veteran
Join Date: Jun 2012
Posts: 816
# 15
08-16-2012, 05:25 AM
They do work with regular torpedo powers and I was thinking the two torpedoes together with doffs keeps both firing at max speed.
Career Officer
Join Date: Jun 2012
Posts: 531
# 16
08-16-2012, 08:33 AM
@unangbangkay: only the c-store oddys have that bridge. the anniversary oddy has another prototype version. and no where near as cool. guess i missed on the part where you get to visit that bridge. i've never seen it other than pictures.

i've really wanted the missles as well but the prices on the exchange are just a joke.

i may look into the oddy again, but still leaning more towards this since i just don't really like the oddy that much.
Starfleet Veteran
Join Date: Jul 2012
Posts: 960
# 17
08-16-2012, 11:09 AM
OK, after some practice in STFs I've made some notes:

- Wow, that power drain from 7 beams is CRAZY. Even with the Engi's extra power abilities I may have to consider running an EPTW cycle when I'm not running an EPTS cycle. The risk there is sacrificing my main hull heal (Aux2SIF) or a shield heal like RSP or Extend Shields.

- I've dropped the 7th beam. In practice I just can't maintain the "perfect" orbit needed to broadside 24/7, which means I need to make the most of the few moments when my back is to the enemy, and the power drain is just too much. That means either a "parting shot" tricobalt/quantum or mines in the back. Folks who own the other 180 missile launcher in addition to this ship will have a LOT of fun (if they like broadsides).

-The wide-angle torp is probably best in the back, because enemies are more likely to enter that arc when you're course correcting or when you're angling for a Metreon Gas dispersal.

- The Metreon Gas is amazing. Well, it looks amazing, at least. In practice it's like a mix of the ground Transphasic Bomb skill and Eject Warp Plasma. You lay down the gas field, and after a couple of seconds you press the button again and detonate for big damage. Not so useful unless you've been killing their shields with beams, but when you do it it looks like your ship is FARTING EXPLOSIONS.
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