Captain
Join Date: Jun 2012
Posts: 568
# 11
10-19-2012, 08:51 AM
Quote:
Originally Posted by hanover2 View Post
Without reading the thread, I'm gonna guess the most common answer will be some variation on a boring-@ss "4 x DHC, 3 x Turret, 4 x Energy weapon XYZ Console" escort build.


Which may be the best way to make use of the programming within the game, but not the most FUN way to play a Star Trek game, in my humble opinion. I like having fore and aft torpedo launchers and a DBB in the mix.
Again... Nah.

Have a quick read, THEN make with the rant and rolling-eye smilies.

I'm all for fun in games (see what I did there? ) but even efficiency-wise it's never as simple as 4x DHC builds always being the "best way" to go: they're only good in one situation (ST damage versus shielded targets at medium range) and end up falling behind in other situations.

Quote:
Originally Posted by kingstonalan View Post
ill try that THX. ....btw, why tractor repulsers 3 ?
TBR works by causing damage pulses to all enemies within range, and each pulse carries a strong repel. If you can keep the enemy within range for all pulses (typically managed by minimizing the repel strength and moving quickly towards the enemy, possibly along with dropping a Gravity Well) then it can do a large amount of Kinetic Damage.

The repel from TBR's pulses is based on your AUX power - so running at very low AUX by diverting it all to weapons, or by using certain abilities (example: Aux2SIF or Aux2BAT) will cause TBR pulses to make the enemy hardly move, wheras running at high AUX can cause an enemy to be catapulted across the zone. The damage inflicted by each pulse is not affected by your AUX, but by your Particle Generator skill.

Basically:
Low Aux + Short Range + TBR3 = Good.
High Aux + Long Range + GW3 = Good.
Both are affected by your Particle Generators Skill.

(there are a few other tricks too... example: GW stacks very well with APB and Torpedo Spread!)

[ <<<--- @Maelwys --->>> ]
Lieutenant
Join Date: Jul 2012
Posts: 98
# 12
10-19-2012, 09:24 PM
for each sci, engi, and tac....how many skill points you recommend in electroplasma system?
Captain
Join Date: Jun 2012
Posts: 568
# 13
10-20-2012, 04:54 AM
Quote:
Originally Posted by kingstonalan View Post
for each sci, engi, and tac....how many skill points you recommend in electroplasma system?
Electroplasma only really has an important impact on two things: the amount of bonus power granted via EPTX skills, and the rate of going from one energy setting to another (example, when you change from 100 Aux/25 Weapons to 25 Aux/100 Weapons).

If you use EPTX powers (most builds do) I'd throw at least 3 and probably 6 ranks into it. I've only ever taken it all the way to [9/9] once, on a dedicated tank build that wanted as much bonus shield energy via EPTS3 as it could possibly get. And these days, that same tank is at [6/9].

Electroplasma Skill and EPS consoles used to affect a ship's DPS, via regenerating extra weapons energy during firing cycles, but but no longer. Weapons don't consume energy any more whenever they fire but instead reserve it temporarilly, so there's nothing which needs to regenerate. The only time Electroplasma would impact on your damage output these days is whenever you're exposed to a weapons energy drain (from enemies using abilities to drain you directly, or from you using powers such as Beam: Fire at Will and Beam Overload - both of which cause some weapons power to be consumed)

You can see the effects adding skillpoints to it has here

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

Last edited by maelwy5; 10-20-2012 at 04:57 AM.
Ensign
Join Date: Aug 2013
Posts: 1
# 14
08-14-2013, 07:04 PM
Personally I use a 4X4
Fore:
2 beam array
Hargheng torpedo
Plasma torpedo
Aft:
2 phaser beam
2 torpedo
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 02:39 AM.