Lieutenant
Join Date: Jan 2013
Posts: 31
Hi guys, just unlocked STF's, and i went into one of the normal difficulty ones named "Infected: the conduit" with my sovereign assault cruiser. Lets just say i'd like to perform a bit better, I died three or four times. I'm fairly new to this game, so i still haven't mastered the ship loadouts. Anyone have a good setup for a cruiser in STF's? Mine at the moment is:

Fore weapons:
2x Phaser beam array Mk X
Tricobalt topedo launcher mk X [CRTD0 x2
Quantum torpedo launcher mk IX



Aft weapons:
3x Phaser beam array Mk X
Transphasic torpedo launcher Mk X [DMG]

Deflector:
Tachyon deflector array Mk IX [FLwC] [SIF]

Impulse:
Combat impulse engines Mk X

Shields:
Regenerative shield array Mk X

Engineering consoles:
EPS flow regulator Mk X
Tetraburnium hull armor Mk IX
SIF generator Mk X
RCS accelerator Mk VIII

Science consoles:
Flow capacitor Mk X
Shield emitter amplifier Mk X

Tactical consoles:
Transphasic compressor Mk X
2x Phaser relay Mk X


I'm sure there's something i can do to make that better, i seet the other cruisers flying around barely taking any damage, firing these awesome looking beam weapons, and I have no idea what that equipment is.

Thanks!
Career Officer
Join Date: Jun 2012
Posts: 147
# 2
02-04-2013, 04:35 PM
I usually run 2 beams up front and both a quantum and photon launcher, tricobalts have such a long cooldown they become ineffective. The quantum/photon loadout has a steady stream of damage going out, especially with doffs that proc the cooldown rate.

Try a dual beam bank and a beam array with the 2 launchers up front, on the back you put 3 beam arrays. As for the 4th slot any good one shot torpedo will work nicely for when you are coming around but I prefer the harpheng, nice spike damage and radiation over time.

Consoles should be tailored to build, as far as I go I run 3 armors in engineering. Neutronium, monotanium and ablative. This gives a nice boost all around for damage resistance and does not suffer from diminishing returns.

Science console is your pick, a good field generator will beef up the shields or if you have a universal console it can go there as well.

Tactical, 2 phaser relays and a tactical warhead yield chamber. This will give you a weapon boost for everything. any slots I missed can be filled with whatever you so wish as far as consoles go.

EDIT
When using multiple types of torp the tactical warhead yield is your best choice all around, if you want better efficiency then you need to have the same damage type all around.

IE
quantum=zero point quantum chamber
photon=photon detonation assembly... and so on.
InGame - @Darth_Tauri
Joined - 9/2011
"You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds

Last edited by kevaldt; 02-04-2013 at 04:38 PM. Reason: additional info added
Lieutenant
Join Date: Jan 2013
Posts: 31
# 3
02-04-2013, 05:06 PM
Thanks, I'll try that loadout, any ideas for shields? I like the regenerative ones, cause they regenerate faster but they don't take much of a beating.

Last edited by david90532; 02-04-2013 at 05:10 PM.
Ensign
Join Date: Jul 2012
Posts: 2
# 4
02-04-2013, 05:12 PM
I've run an Assault Cruiser for some time now, like at least the last year or so and I've found that my DPS can sometimes be higher than a lot of escorts.

Here's what I run:

Fore:
3x MKXII Anti-Proton Beam Arrays
1x Omega Plasma Torpedo (Used to be Quantum Torpedo)

Aft:
3x MKXII Anti-Proton Beam Arrays
1x MKXII Quantum Torpedo Launcher

Tactical Consoles:
3x Antiproton Mag regulator MKXI (+26.2% Antiproton Dmg)

Engineering Consoles:
SIF Generator MKXI (+16.2 Hull Repair) [This one could be exchanged for something better honestly]
RCS Accelerator MKXI (+35% Turn Rate)
EPS Flow Regulator MKXI (+70% Power Transfer)
Universal - Assimilated Module

Science Consoles:
Shield Emitter Amplifier MKXI (13.1% Shield Regen)
Field Generator MKXI (+17.5% Max Shields)


Deflector, Engine, and Shields are all Omega MKXII

Now I've been building this for a while and it seems to work really good. Here are my suggestions in building your cruiser:

1) If you go 3x Beam Array on Fore and Aft, make sure you get a EPS Flow Regulator console. This will help keep your power levels up. I find that keep 2 fore torpedo launchers is often a waste.

2) Almost any cruiser build needs a RCS Accelerator for turn rate. The higher the better.

3) Stick with one dmg type, especially on your energy weapons. I'm assuming your an engineer (might be a faulty assumption, but...) and generally we cant compete with Escort DPS, but you might consider using Tetryon or Plasma for your beam arrays. The procs are pretty nice.

4) Quantum Torpedos are generally the way to go because of the best dmg vs. refresh rate, but that isn't a law. Whatever your taste, roll with it.

5) I do find using a warhead console is kind of a waste. Your DPS will generally be better if you stick with + Energy Dmg consoles.

It seems like you have the general idea with some of your gear. This is just my experience and my build. I hope it helps some.
Captain
Join Date: Jun 2012
Posts: 757
# 5
02-04-2013, 05:26 PM
Which Career are you?

I recommend the following:

- Lt Tac: FAW 1, Attack Pattern: Delta 1
- Ens Tac: FAW 1 (Fire at Will)
- Lt Sci: Hazard Emitters 1, Transfer Shield Strength 2
- LtC Eng: Emergency Power to Weapons 1, Emergency Power to Shields 2, Reserve Shield Polarity 2
- Cmdr Eng: Emergency Power to Weapons 1, Emergency Power to Shields 2, Engineering Team 3, Auxiliary to Structural Integrity Field 3

Use 6 Beams and 2 torps of your choice (Breen Transphasic Cluster Torpedo and Chroniton Torps/Mines aren't a bad idea)

That should give you a nice amount of AoE damage and a good bit of resistance for a new player. Having 4 Emergency Power to X abilities may seem like much, but if you use them properly, you can use both (Weapons and Shields) with 100% uptime.

This is a good 'starter' build. Once you feel comfortable with the game and how the mechanics work, you may want to look into using some of the other toys, like Eject Warp Plasma, Tractor Beam Repulsors, Extend Shields, etc etc.
The first we heard of getting new PvP maps "soon" was in August of 2010. We're consistently told something will be coming with the "next" update. Absolutely nothing has come to PvP since launch.

I think it's finally time Cryptic stopped stringing us along, don't you?
Captain
Join Date: Feb 2013
Posts: 5,394
# 6
02-04-2013, 07:16 PM
Unless you guys switch your power presets DURING COMBAT, the EPS Flow Regulators aren't helping you. At all. Get rid of them. For something that does help you.

/sigh

Why is this engineering console which got nerfed in a patch that brought us Season 2 still getting so much love and use from the playerbase? Your energy regenerates at a set rate now, and those consoles won't help it recover.
Ensign
Join Date: Jul 2012
Posts: 14
# 7
02-04-2013, 11:00 PM
Quote:
Originally Posted by snoggymack22 View Post
Unless you guys switch your power presets DURING COMBAT, the EPS Flow Regulators aren't helping you.
...
Why is this engineering console which got nerfed in a patch that brought us Season 2 still getting so much love and use from the playerbase? Your energy regenerates at a set rate now, and those consoles won't help it recover.
Care to link the relevant patch notes, if possible?

'cause the Wiki still says otherwise:
Console_-_Engineering_-_EPS_Flow_Regulator

Quote:
Console - Engineering - EPS Flow Regulator
The EPS Flow Regulator is an Engineering Console that improves the power transfer rate between systems and recharge rates of a ship's power levels.
...
It is helpful in recovering from power loss caused by a beam overload or full impulse.
Back to topic:

0) This is the wrong place to ask - there's a special subforum for this: Character Builds and Powers

1) If there's console might be of little worth for a AC (T5 standard ship with turnrate 7) it's the turn rate accelerator, since it's bonus is %age based, and 35% of next to nothing is still very little ... . Better invest in Toon skills and engine energy to ge the thing going around

2) Oh, there's surely a good cause to use a Flow capacitor, right?

3) A little bit of info about your Toon and the (intended) skill/boff setup would go along way to let people give you more precise, helpful suggestions ...
Career Officer
Join Date: Jun 2012
Posts: 147
# 8
02-05-2013, 12:01 PM
I generally agree with most of the other opinions on here, except the EPS regulator and turn console.

You dont need the turn rate if you broadside properly and use your inherent captain powers to augment the need for quick turns.

As far as having 2 torps up front, the quantum/photon layout I use is good under the condition that you have at least 1 doff which affects that cooldown rate. When I run my assault cruiser I literally piss torpedos, for a lead in its quite nice and in a group on an STF its even better because everyone is pounding so the enemy shields go away rather quickly.

Most consoles are a matter of user choice, whatever works for you, I just suggested my build as I have had so much success with it. My assault cruiser build is sturdy and dishes out a very good amount of hurt in PVE.

As far as not using a warhead yield chamber (or alternative torp boosters), thats a bit rubbish. Its always better to boost all weapons on your ship, even the lowly torpedo. On one build using a very similar tactical console layout I use a tricobalt on the back end of my escort for large spike damage when doing attack runs. The yield chamber boosts the output of this weapon from somewhere in the 20,000s to doing 40,000+ and in the case of criticals I have seen almost 80k. Against bare hull on a tactical cube, or donatra this is pretty nice.
InGame - @Darth_Tauri
Joined - 9/2011
"You Best Make Peace With Your Dear & Fluffy Lord" - Malcolm Reynolds
Captain
Join Date: Jun 2012
Posts: 1,640
# 9
02-05-2013, 01:19 PM
Quote:
Originally Posted by drone0815 View Post
Care to link the relevant patch notes, if possible?

'cause the Wiki still says otherwise:
Console_-_Engineering_-_EPS_Flow_Regulator
That's for Beam Overload (the Tac Boff power), not for an excessive number of beams.
Lt. Commander
Join Date: Jun 2012
Posts: 180
# 10
02-05-2013, 03:19 PM
With some of my cruisers, I like to swap power settings during combat to heal teammates and/or myself. Why toss out a weak heal when I can make it much stronger? I've kind of always assumed players who don't are really doing it wrong. Why have multiple settings if you don't use them? Batteries and other devices also work well for this, of course. But on these ships I do use the EPS console.


But yeah not for energy recharge between firing.
_______
equal parts cynical and helpful
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