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Republic Veteran
Join Date: Oct 2012
Posts: 41
# 11
01-28-2013, 04:11 PM
Then i guess somethign like polarized Disruption weapons would be even betetr until youc ang et the special high level weapons?
Captain
Join Date: Aug 2012
Posts: 844
# 12
01-28-2013, 04:20 PM
Quote:
Originally Posted by encadi View Post
Then i guess somethign like polarized Disruption weapons would be even betetr until youc ang et the special high level weapons?
I suppose they would but I'm personally not a fan

I prefer the extra modifier over the extra proc especially in pvp

Remember the modifier hits every time the extra proc is only 2.5%
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Republic Veteran
Join Date: Oct 2012
Posts: 41
# 13
01-28-2013, 04:58 PM
Dont polarized Disruptors get modified by disruption consoles anyway? or i am missinformed? Sorry for all the quesitons and thanks again!
Captain
Join Date: Jun 2012
Posts: 1,003
# 14
01-29-2013, 01:31 AM
They do get improved by the disruptor consoles.

But normal purple weapons, for instance disruptors, get 3 modifiers behind their name. A combination of [acc], [dmg], [crith] or [critd], with some being more desirable than others. Polarised disruptors, however, and all the other special types such as the new phased polarons, only get 2 of those, because they have the other weapon type's bonus added in.

So, a mk xii very rare disruptor weapon might have [acc]x2 [critd], while a mk xii very rare polarised disruptor will only have the [acc]x2, but with the chance for polaron's power drain merged into it.

Both are improved by the disruptor console, but the power drain only occurs in 2,5% of the shots, while the third modifier always applies.

It's a choice. I prefer the extra [acc] or [crith] on my pvp tactical, but went for the potential power drain on my science captain.
Republic Veteran
Join Date: Oct 2012
Posts: 41
# 15
01-29-2013, 04:06 AM
Thank you all for the very thorought answers, i gues sill dust off my klingon character and get him the garumba, always liked the look of the ship and I amr eally mroe into pve than pve
Captain
Join Date: Aug 2012
Posts: 844
# 16
01-29-2013, 04:31 AM
You will not regret it when you've downed the whole gate transformers and all on one side and the 4uss's on the other side haven't even destroyed one cube you'll just look at your screen and declare allegiance to the empire that's what I did never looked back
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----
Republic Veteran
Join Date: Oct 2012
Posts: 41
# 17
01-29-2013, 05:25 AM
Console wis what would you go?

Tact: 3x Disruptor dmg 1x Quantum torp dmg
Eng: 2x neutronium 1x turn rate console?
Science: Javelin and ???

Sorry again for all the questions!
Survivor of Romulus
Join Date: Sep 2012
Posts: 6,430
# 18
01-29-2013, 05:46 AM
Quote:
Originally Posted by encadi View Post
Console wis what would you go?

Tact: 3x Disruptor dmg 1x Quantum torp dmg
Eng: 2x neutronium 1x turn rate console?
Science: Javelin and ???

Sorry again for all the questions!
As far as I know, the "Javelin" is not a console, but rather an innate ability so it doesn't take up a console spot. Kinda fits when you look at it, with more and more ships with 10 consoles it's cool that you wouldn't use a console spot for that.
Because true Starfleet Captains command Exploration Cruisers!
Thank you Cryptic for finally giving me MY SHIP!!!
Republic Veteran
Join Date: Oct 2012
Posts: 41
# 19
01-29-2013, 06:38 AM
Hmm so what console set up would u go for?

Also engines gof or hyoer oulse and keep engine pwoer low or hmm so many varaibles =p
Captain
Join Date: Jun 2012
Posts: 1,003
# 20
01-29-2013, 07:06 AM
If you've put some skill points into impulse thrusters, I suspect the turn rate console would be unnecessary, really. I'd go for 3 neutroniums.

Science, either the field generator (but that one's expensive), or emitter arrays, I think.

Personally, I tend to go for full on energy console, as the torps hit hard anyway, but only on hulls. The energy weapons always hit, and when they blast a shield section, the torp can hit home properly. That's why I suspect you'll get more benefit from 4 disruptor coils (even more so with the javelin getting an additional bonus).

Engines, yeah. I'm inclined to say "go for the efficient engines you get as a reward in one of the first missions". They are nice and free. The most noticeable upgrades would be the pricy ones from the rep system. I'd say they're the least important part of your ship though, surprisingly. Shields are a matter of personal taste too, really. I use covariant and resilient shields, equally.

Deflectors do come in a lot of flavors. For this kind of ships, I'd suggest a positron array.

Here's a table of the possible bonusses (boni?) to deflectors:

[CMS] +X Starship Countermeasure Systems
[EM] +X Starship Shield Emitters
[FlwC] +X Starship Flow Capacitors
[Gra] +X Starship Graviton Generators
[InC] +X Starship Inertial Dampeners
[Ins] +X Starship Power Insulators
[PrtG] +X Starship Particle Generator
[Sen] +X Starship Sensors
[ShdS] +X Starship Shield Systems
[SIF] +X Structural Integrity
[SubD] +X Starship Subspace Decompiler
[Stl] +X Starship Stealth

All refer to skills in your skill sheet. For escort/destroyer gameplay, I'd say [shds], [sif] and [em] are most relevant. I got me a positron array with bonus modifiers to shield systems [shds] and structural integrity [sif], the other day, for a similar ship. There's tons on the exchange with many different set-ups, and they are relatively cheap.

Last edited by twam; 01-29-2013 at 07:07 AM. Reason: Closed parenthesis.
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