Captain
Join Date: Oct 2012
Posts: 3,835
# 11
02-05-2013, 03:16 AM
Lol I use no hull plating other than my natural skill bonuses, even fully decked out with mkxii purple hull plating it never seemed to make any real differences to me in stf's. I survive just as easily without them, but RCS accelerators help out with turning issues. Just fit as many as needed to make turning liveable (for me it took 2 blue mkxi) and not overboard trying to turn a bus size cruiser likes it's a compact car. Sci consoles that boost shield total percentage and boost to shield repairs are very helpful. Tac consoles you are better off focusing in on whatever energy weapon type is being used and fill it to the brim, as torpedos do good enough dmg with very little return on dmg gains from tac consoles as torpedos don't fire as often as your energy weapons might. A good typical cruiser with 4x4 weapon slots is 1 for & aft torpedo launcher, 2 for DBB's+1 BA, 1-3 aft BA's as you might want to mix in a turret or 2 up to you, but try and retain at least 1 BA aft side for a good BO shot to help knock some str out of enemy shields, hull, whichever so your aft torpedo by that time swings into play. At regular impulse speeds if you are getting at least 10-12 degrees of turning radius it is useful enough to deal with most any pve enemy outside of small craft like fighters.

Last edited by shadowwraith77; 02-05-2013 at 03:25 AM.
Captain
Join Date: Feb 2013
Posts: 5,394
# 12
02-05-2013, 08:44 AM
Quote:
Originally Posted by tarrennis View Post
The weapons are a problem, because they are very expensive. I am considering using Mk X over Mk XI to save money. Also, I am concerned about powering 6 beam arrays. My Captain has Efficient Captain & I have 1 BOFF w/ Efficient.
Higher weapons power will help you keep the beam arrays powered long enough to regenerate. A cruiser can handle 6 beams. It's 7 and then 8 beams that get tricky and draining.

Quote:
I am leaning towards Tetryon Beams. Is there a better choice?
For the most part it's personal preference. What color do you like best? The procs each beam has are a very tiny part of what they do. You could go phasers like me because you feel it's a federation starship and thus needs phasers. Or Tetryons cause you like the color blue. It's not really going to affect your performance enough to matter.

Quote:
Which torpedoes are best for their cost?
Depends on your BOFF skills. Photons are cheaper than Quantums usually and fire faster. But Plasma Torps if used correctly can hit very very hard.

Quote:
Would Turets, Beam Banks, or Mines be useful?
Turrets are expensive. Beam Banks in a Sovvy are meh because you don't turn that great. And Mines are really just a toy/distraction.

Last edited by snoggymack22; 02-05-2013 at 08:48 AM.
Captain
Join Date: Feb 2013
Posts: 5,394
# 13
02-05-2013, 08:47 AM
Quote:
Originally Posted by shadowwraith77 View Post
but RCS accelerators help out with turning issues.
The weapons setup the OP has shouldn't have turning issues. 3 beams fore, 1 torp fore. 3 beams aft, 1 torp aft. This is a pretty standard beam boat that has a weapons setup that compensates for a slow turn rate. The beams when going direct at a target keep up the pressure and have a torpedo at their disposal. When broadside, it's the 250 degree arc on the beams that now come into play slicing away with 4 to 5 beams at once. And then when facing the ship's rear, it's back to 3 beams and a torpedo. This setup basically lets the cruiser not have to turn well but still keep a consistent stream of damage output from the weapons it has.

It doesn't need to turn fast except in short bursts, which every captain has Evasive Manuevers to do that with.

The beam boat weapons output is as dangerous as it can get from any angle, and because of that, it doesn't have the pressure other weapons setups have, to turn fast.
Lt. Commander
Join Date: Jan 2013
Posts: 158
# 14
02-27-2013, 02:33 PM
This is is my latest build. I'm only Tier 1 for the New Romulans and Omega.

There are definitely diminishing returns after the 1st Neutronium Alloy. Common and Uncommon offer the same bonus.

My ship still has a tough time doing enough damage against Tholian ships.

Deflector: Positron Deflector Array XI [Shds] [Em]
Engines: Combat Impulse Engines XII [Aux] [Full] [Spd]
Shields: Shield Array XII [Cap]x2 [Tet]
Engineering (4 slots): Neutronium XI x 3, Monotanium XI
Science (2 slots): Emitter Array XI (uc) x 2
Tactical (3 slots): Pulse Generator XI (uc) x 3
Devices (4 slots): 20 batteries each for shields, weapons, auxilliary, engines
Fore Weapons (4 slots): Tetryon Beam Array XI [CrtH] x 3, Quantum Torpedo Launcher XI [CrtH]
Aft Weapons (4 slots): Tetryon Beam Array XI [CrtH] x 3, Quantum Torpedo Launcher XI [CrtH]
Captain
Join Date: Aug 2012
Posts: 3,553
# 15
02-27-2013, 02:56 PM
That's how engi slots work. Diminishing returns all the way. I would recommend you drop one of the neutroniums and run another monotanium. NPC torps hurt. Also I would recommend you put a subspace field modulator in one of your device slots ("Skirmish", Klingon War Arc).

Also if possible, I would ditch tetryon, since it's proc is sub-par. If it were up to me, I would recommend you run disruptor or polaron (mk XI purple polaron weapons can be quite cruel). But other than that, looks fine.

But now we would want to know your BOff and DOff setup so you can maximize the effectiveness of your ship even more.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Captain
Join Date: Jun 2012
Posts: 865
# 16
02-27-2013, 03:14 PM
To get the FULL list of episode rewards, go to www.stowiki.org and search for "episode replay".

It'll show the episodes and their rewards that you can select from when the episode is completed.

This covers personal and ship items. You can outfit your BOffs and all your ships completely from the rewards.
Career Officer
Join Date: Nov 2012
Posts: 828
# 17
02-27-2013, 03:29 PM
In the beginning you said you are lvl 46 and need a better ship to get to lvl 50.

While that doesnt solve your equipment problem just do patrol missions. They give good exp and with difficulty setting to normal they are quite easy to do.

I basically lvled entire chars mainly doing patrols
Lt. Commander
Join Date: Jan 2013
Posts: 158
# 18
02-27-2013, 04:45 PM
My engineer is at Level 50 now.

Where are the various weapon procs detailed? I can only find some scattered information.

Duty Officers on Space Duty:
Reduce recharge time for emergency power to subsytem (uc) x 2
Chance to temporarily improve ship power when emergency power used (uc)
Chance to reduce recharge time of torpedoes (uc)


I just bought new Bridge Officers and had to dismiss the previous ones. This is the build I am planning on using:

Bridge Officer Skills Ambassador Retrofit

Lieutenant Tactical
Ensign - Torpedo High Yield I
Lt - Attack Pattern Beta

Ensign Tactical
Ensign -Tactical Team I

Commander Engineering
Ensign - Emergency Power To Shields I
Lt - Emergency Power To Weapons II
Lt Cmdr - Engineering Team III
Cmdr - Eject Warp Plasma II

Lieutenant Engineering
Ensign - Emergency Power To Shields I
Lt - Reverse Polarity To Shields I

Lieutenant Commander Science

Ensign - Polarize Hull I
Lt - Hazard Emitters II
Cmdr - Gravity Well I

Last edited by tarrennis; 02-28-2013 at 02:21 PM.
Captain
Join Date: Jun 2012
Posts: 549
# 19
02-28-2013, 01:53 AM
Quote:
Originally Posted by tarrennis View Post
My engineer is at Level 50 now.

Where are the various weapon procs detailed? I can only find some scattered information.
Tetryon: Chance to deal extra shield damage
Phaser: Chance to disable a subsystem (Weapons, Shields, Engine, Aux) for a few seconds
Polaron: Chance to drain power of the enemy ship
Disruptor: Chance to reduce enemy damage resistence
Antiproton: Extra Crit Severity (critical hits hit harder)
Plasma: Chance to apply a damage over time effect on the enemy

All of those except the Antiproton bonus have a 2.5% chance of occuring per attack. That's pretty rare, and as someone else mentioned, in this build probably not worth thinking too hard about. Pick a color you like the most But DO pick one, and don't mix around, because tactical consoels that boost specific energy type damage are 50% more effective than general energy damage consoles. If you can't decide I'd recommend Disruptor to you.
Captain
Join Date: Aug 2012
Posts: 3,553
# 20
02-28-2013, 10:38 AM
Quote:
Originally Posted by arcademaster View Post
Tetryon: Chance to deal extra shield damage
Phaser: Chance to disable a subsystem (Weapons, Shields, Engine, Aux) for a few seconds
Polaron: Chance to drain power of the enemy ship
Disruptor: Chance to reduce enemy damage resistence
Antiproton: Extra Crit Severity (critical hits hit harder)
Plasma: Chance to apply a damage over time effect on the enemy

All of those except the Antiproton bonus have a 2.5% chance of occuring per attack. That's pretty rare, and as someone else mentioned, in this build probably not worth thinking too hard about. Pick a color you like the most But DO pick one, and don't mix around, because tactical consoels that boost specific energy type damage are 50% more effective than general energy damage consoles. If you can't decide I'd recommend Disruptor to you.
Polarized Disruptor. Two procs, disruptor base. Wonderful weapons.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
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