Lt. Commander
Join Date: Sep 2012
Posts: 164
Im going to run the tier 4 fleet advanced escort soon and was wondering about this build and would love some feedback and suggestions. I noticed on you tube that some players were going with phasers beam arrays and a beam bank and was woundering why?


Bridge Off abillitys would be:

Science: photonic off. II Science Team II Hazard emitt. I
Engineering: Em power to weapons I Em power to shields II
Tactical : Tac team I and II Cannon Rapid Fire I and II Attack patteren Omega III
Devices Shield and weapons batterys

Advanced positron deflector array [inert] [cosys] [Slint] [Cman] ultra rare
Advanced Fleet covalent shield [cap]x3 [ResA] 7046 cap shields
Advanced Fleet Engine ? need to get on probably with the most turn speed

3 Fleet phaser dual heavy cannons MK XII ultra Rare [dmg]x3 [crtD]
1 Phaser quad cannons [dmg]x4
3 Fleet turrets MK XII ultra Rare [dmg]x3 [crtD]
5 Phaser relays MK XII very Rare
3 Fields generators MK XII very rare
2 Neutronium alloy MK XII very rare

or

Replacing the Neutronium alloy with
1 cloaking device
1 EPS flow reg MK XII

Last edited by osirisraa; 12-11-2012 at 03:07 AM.
Lt. Commander
Join Date: Aug 2012
Posts: 101
# 2
12-11-2012, 05:22 AM
Your equipment loadout is pretty solid, but your Boff abilities could probably be improved;

I would pick something like this

Sci: Polarize Hull, Hazard Em 2, TSS3

Eng: EPTS1, EPTS2

choose either CRF+THY or CSV+TS, Attack pattern Beta for PvE, Attack pattern Omega for PvP

Tac:TorpHighYield1/TorpSpread1
Tac:TT1, CRF1/CSV1
Tac:TT1, CRF1/CSV1, APB2/APO1, APB3/APO3

bind both copies of tac team, emergency to shields, cannon rapid/scatter and attack pattern beta/omega all to the spacebar, and all you have to worry about is timing your torps.

Polarize hull is your on demand tractor escape and HE2 and TSS3 can be used as and when needed and thrown to team mates. Attack pattern beta is a fantastic team damage multiplier, and more effective for getting the job done than trying to just buff your own damage output IMHO.
Lt. Commander
Join Date: Sep 2012
Posts: 164
# 3
12-11-2012, 10:08 PM
thx Harry looks intrusting, I'll give you it a try. How do you bind things to space bar?
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,732
# 4
12-11-2012, 11:51 PM
Scroll down a bit and it lists how to bind to spacebar.

Overall great guide:

http://hilbertguide.com//
If your post is anything like, "I have a sandwich so you can't be starving" it's time to rethink posting.
Captain
Join Date: Jun 2012
Posts: 1,005
# 5
12-12-2012, 02:07 AM
I was under the impression you could only equip the Quad Cannons on Tactical Escorts?
Lt. Commander
Join Date: Sep 2012
Posts: 164
# 6
12-12-2012, 02:26 AM
thx but that txt file just goes to a page with some text when I click on it... so I copy pasted the text into a note pad and save it the put it in the /live area but when I typed /bind_load_file spacebar.txt into chat and tryed to use tray seven I could get it to work
Career Officer
Join Date: Jun 2012
Posts: 883
# 7
12-12-2012, 02:33 AM
Quote:
Originally Posted by thratch1 View Post
I was under the impression you could only equip the Quad Cannons on Tactical Escorts?
Nope, you can put the Quad Cannons on any ship that can load Dual Cannons

Can only equip one on each ship though....
Lt. Commander
Join Date: Aug 2012
Posts: 101
# 8
12-12-2012, 04:33 AM
Quote:
Originally Posted by osirisraa View Post
thx but that txt file just goes to a page with some text when I click on it... so I copy pasted the text into a note pad and save it the put it in the /live area but when I typed /bind_load_file spacebar.txt into chat and tryed to use tray seven I could get it to work
Bind files are unique to character, and completely separate for space/ground, so you need to do it while in your ship and not while on ground. You can test that the bind is working correctly out of combat in system space (your weapons won't fire, but all the other bound abilities should cycle if you sit in sol outside ESD)

You might also need to double check the filename/location. You could try this;

While in space custom bind anything using the chat;

/bind T "team Target: >> $target <<"

Then save a bindfile with a name specific to that character e.g.

/bind_save_file kirk_space.txt

Then look for kirk_space.txt using the windows file finder if it doesn't show up where you expect it to, you can then edit the file to include what you want (the second line of spacebar.txt from the hilbert guide).

Now go back to the chat and

/bind_load_file kirk_space.txt

and all should be working.
Starfleet Veteran
Join Date: Jun 2012
Posts: 105
# 9
12-12-2012, 04:45 AM
Whats the deminissioning return on the phaser relays. I know that after 3 they stop giving you the full increase to damage. I would find a torp to use up front and loose a dual heavy. I find that Photons to a bit better with torpedo spread and quantum seem to be a bit better for high yeild.
Lt. Commander
Join Date: Aug 2012
Posts: 101
# 10
12-12-2012, 07:42 AM
Quote:
Originally Posted by rfzander View Post
Whats the deminissioning return on the phaser relays. I know that after 3 they stop giving you the full increase to damage. I would find a torp to use up front and loose a dual heavy. I find that Photons to a bit better with torpedo spread and quantum seem to be a bit better for high yeild.
The easy answer is this - tactical consoles do not suffer from diminishing returns. You can test that they add the same amount of damage each time you add a console, by unequipping all your tac consoles in system space, and checking the numbers in the tooltip when you mouseover the weapons in your ability bar.

I just did this with my advanced escort (4 tac slots) to make sure I was not spreading bad information, here are the relevant numbers.

All tac consoles were blue quality plasma infuser consoles (+26.2%)

Weapon checked was purple quality plasma mk XI DHC with base damage 565(376.7)

Here are the numbers from the tool tip;

No tactical consoles 1383(922 dps)

1 tactical console 1496.9(998 dps) - added 113.9(76)

2 tactical consoles 1610.9(1073.9 dps) - added 114(75.9)

3 tactical consoles 1724.8(1149.9 dps) - added 113.9(76)

4 tactical consoles 1838.7(1225.8 dps) - added 113.9(75.9)

It is quite clear that each console adds the same amount, but it is unclear exactly how this amount scales in relation to skill points,power levels and base weapon damage - and TBH I'm not going to spend a long time reverse engineering the formula, when the important thing that people need to know is....

Tactical consoles do not suffer from diminishing returns.

The actual percentile increase per console is smaller than the amount stated in the console's stats.
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