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Empire Veteran
Join Date: Jun 2012
Posts: 1,361
Greetings All,

I finally decided to try out that Bortasque three pack I bought awhile back and I ended up running the Tactical Bortasque with my underused Engineering Captain.

The Bortasque itself is quite the piloting challenge and this is coming from a primary Carrier Pilot.

I was hoping to get some build advice to help my learning curb with the Bortasque go a bit smother.

I like I said I'm using the vessel with my underused Engineering Captain so I do not have a lot of great gear to use with it ATM.

I'll list my current build but again I'm working with what I had on hand or what I could buy with EC.

Forward weapons: (VR) Disruptor Dual Heavy Cannons Mk XII x3 and VR Quantum Torpedo Mk XI

AFT weapons: (VR) Disruptor Turret Mk XII x4

Deflector: Aegis

Engines: Borg

Shields: Aegis

Devices: Red Matter Capacitor, Subspace Field Modulator, Weapons Battery and Shields Battery

Consoles:

Tactical: (R) Disruptor Induction Coil Mk XI x5

Engineering: Auto Cannon, Subspace Jump, Borg and Leach

Science: (R) Field Generator Mk XI

Boff Slots:

Commander Engineering: eptw1, atd1, et3 and asif3

Universal Lt. Commander: epts1, rsp1 and epts3

Lt. Tactical: ts1 and crf1

Universal Ensign: tt1

Lt. Science: tss1 and tbr1

Space Duty Officers:

(VR) Maintenance Engineer x2

(VR) Warp Core Engineer

(R) Damage Control Engineer x2

The theme that I'm trying to go with in this build is survivability with seemingly unlimited power.

The big problem that I'm having is that I have to really throttle back on the engines in this thing because of its inertia and turning in reverse seems much harder here than it is in my Vo'Quv.

Overall I can take quite the punch but my damage seems nonexistence.

I believe that my problem with damage is distance to the target.

I try to keep myself out about 5k from my targets so that I can reposition myself if needed but I think that causes my cannon damage to suffer.

Thanks for your time
Survivor of Romulus
Join Date: Jun 2012
Posts: 135
# 2
04-15-2013, 12:09 PM
Sadly ,mate.. that is one thing you gotta get used.. flying the Borta is gonna be kinda similiar to flying the Vo'Quv.. but it all depends on your setup.

My Engineer uses the Engineering Borta but it surprising puts out decent damage. I cant show you stuff that I use on my Borta and the unique setup may inspire you...

And I'm not bluffing.. I do elite STFs with the gear below.. I've pugged Infected and Khitomer with it.. and haven't died if you don't count the invisi torps..

Fore Weapons:
3x Disruptor Cannon. (180 degree fire arc)
1x Disruptor Beam Array.

Aft Weapons:
3x Turret.
1x Disruptor Beam Array

Why the above choice of weapons?:
Well, the main thing with the Borta is the turn rate. So I figured: Why turn?
Although you still have to manuver very slightly with the setup above, you'll notice most of the arcs are covered by beam array and cannon.
Sorry pal, you gotta convince your heart and let it know you aren't a DPS guy, you're here to do -decent- damage but tank when needed, and basically have ur weapons running at the same time. This keeps your weapons running even when you turn.

My Impulse/Deflector/Shields - are very rare stuff all off exchange. The shield is a very rare resilient [Cap]x2 [Pla].

It's a new eng character.. I'm working on reputation so this is what is holding me.. granted with this gear my tanking effort is more (by that i mean I run doffs to really cool down my BO timers.. I cannot afford extensive timing.. these shields despite the description are tissue and I need my BO abilities constant to keep it running, else I'm pretty much 2 shotted to death... this will not be the case if I get Adapted KHG shields though.)

Engineering slot:
2x very rare Neutronium Mk XI
1x Very rare Electroceramic Mk XI
1x Very Rare Monatanium Mk XI
HoH'Sus BoP Separation Console.

Science slot: 1x Rare Field Generator

Tactical slot:
3x Very rare Disruptor Mk XI
1x Auto canon fire console

Inertia Complaint:
Aye.. I feel you. But what I do is I'm used to it now.. I hit full impulse and slow it down way before I'm at weapons range (around 15 km of target) and let this inertia carry me into the main weapons range.... once in there.. I re-engage my impuse engines at a 0.5 or sometimes at 1.. I keep varying it between 0-1.5 impulse. When I wanna do huge turn arounds, like 90 degree or 180 degree, I increase it to 5-6 impulse and decrease it again.

Recommended BO layout for your Tac Borta:
The below is a recommended BO layout for your Tactical Borta, this is not my setup, since I actually run the Engineering Borta (Bortasqu' War Command Cruiser)... so play around with your ship.. and I hope you find this comfy... if not.. well.. I tried atleast!

http://i.imgur.com/zlEQq17.jpg

As for survivability, on my main character I run the tactical Borta.. and it uses this setup above.. and I do more than just survive xD.. on an engineering character I'm damn sure it could do way better.

Last edited by captainwestbrook; 04-15-2013 at 12:27 PM.
Commander
Join Date: Aug 2012
Posts: 392
# 3
04-15-2013, 12:30 PM
I do x3 DHCs Acc 2 CrtH and Quads.

Unless running AP than 4 AP DHC ACC 2 CrtH (Fleet)

Rears I use 2 beam arrays, 2 turrets. depending on mood/known players I'll be going up against, replace 1 turret, and 1 beam array with 1 Tric Mine, and 1 Quantum mine launcher. (Tac Escort Refits die rather fast when they make a bad attack run)

Subspace Jump, and Subspace Snare, are both great for it. Puts the target in front of you on both occasions.

Grab a Stealth Field Generator mk 12 VR, it'll help with cloaked Alphas.

Also, get a Rom BOff that boosts your cloaking Alpha.
Empire Veteran
Join Date: Jun 2012
Posts: 1,779
# 4
04-15-2013, 12:48 PM
If you aren't using canons there is no point to flyi g one.

Subspace jump and ship console with an omega set is good enough. Add an evasive boff and lots of deuterium and you should be smokin'.
Add aux to space dampeners (if memory serves) and or emergency to engines and you will be flying an escort (that glides a lot).

Good move to remember is to go in reverse during an evasive and turn.

But again like you said you will have a hard time flying this.
Commander
Join Date: Aug 2012
Posts: 392
# 5
04-15-2013, 01:31 PM
Quote:
Originally Posted by chalpen View Post
If you aren't using canons there is no point to flyi g one.

Subspace jump and ship console with an omega set is good enough. Add an evasive boff and lots of deuterium and you should be smokin'.
Add aux to space dampeners (if memory serves) and or emergency to engines and you will be flying an escort (that glides a lot).

Good move to remember is to go in reverse during an evasive and turn.

But again like you said you will have a hard time flying this.
Nice to see another player who's got a brain for this ship.
Empire Veteran
Join Date: Jun 2012
Posts: 1,361
# 6
04-15-2013, 02:25 PM
Thanks guys!

I've found all this information very help full and I think going with Dual Cannons might make my life a bit easier with this beast.
Survivor of Romulus
Join Date: Jun 2012
Posts: 135
# 7
04-15-2013, 02:40 PM
Quote:
Originally Posted by chalpen View Post
If you aren't using canons there is no point to flyi g one.

Subspace jump and ship console with an omega set is good enough. Add an evasive boff and lots of deuterium and you should be smokin'.
Add aux to space dampeners (if memory serves) and or emergency to engines and you will be flying an escort (that glides a lot).

Good move to remember is to go in reverse during an evasive and turn.

But again like you said you will have a hard time flying this.
Interesting input. Not a fan of snare or subspace but I will definitely pop in the Omega gear and the emergency to engines and see how it goes..

Btw.. is Omega good for survival? I do have an Omega set on a Fed.. but I've never ever used it honestly.
Empire Veteran
Join Date: Jun 2012
Posts: 1,361
# 8
04-15-2013, 03:04 PM
I retrospect I think I will just go with the Engineering Bortasque, I think the lore of 5 tactical console slots kind of blinded me to what my role in most combat situations will be has an Engineer.

Going with Dual Cannons will help hide my inability to turn somewhat; however, dropping eptw and going with epte might help with bringing the bigger guns to bear.

I'll most likely role with 3 Tactical Consoles and the Auto Cannon Console in my Tac slots so I can squeeze a bit more defense out of my Engineering slots.

I've only be using the Bortasque for the last few days and I keep telling myself that the hook for this vessel should have been that it came with one Hanger bay that could support up to Two BOP and had all the Hanger Commands.

A Vessel the size of the Bortasque could have easily been a full Carrier so the fact that it had a single hanger that could support up to two frigate sized vessels would not have been much of a stretch.

Has anyone else noticed that the Snare Console seems to work on the Crystalline Entity?

It might have just been my error but I used the Snare on the Entity from about 6K out and it appeared to move in to the 4k rang after the skill went into cool down.

All I need now is to enroll in the school for Bortasque piloting

Thanks for your time!
Commander
Join Date: Aug 2012
Posts: 392
# 9
04-15-2013, 03:08 PM
Quote:
Originally Posted by errab View Post
I retrospect I think I will just go with the Engineering Bortasque, I think the lore of 5 tactical console slots kind of blinded me to what my role in most combat situations will be has an Engineer.

Going with Dual Cannons will help hide my inability to turn somewhat; however, dropping eptw and going with epte might help with bringing the bigger guns to bear.

I'll most likely role with 3 Tactical Consoles and the Auto Cannon Console in my Tac slots so I can squeeze a bit more defense out of my Engineering slots.

I've only be using the Bortasque for the last few days and I keep telling myself that the hook for this vessel should have been that it came with one Hanger bay that could support up to Two BOP and had all the Hanger Commands.

A Vessel the size of the Bortasque could have easily been a full Carrier so the fact that it had a single hanger that could support up to two frigate sized vessels would not have been much of a stretch.

Has anyone else noticed that the Snare Console seems to work on the Crystalline Entity?

It might have just been my error but I used the Snare on the Entity from about 6K out and it appeared to move in to the 4k rang after the skill went into cool down.

All I need now is to enroll in the school for Bortasque piloting

Thanks for your time!
Yes, because the entity is no different from any other "vessel" in those regards, it's still a "ship". The Subspace Jump also takes to its rear. Where the large crystal entities come from lol.

The HoH'SuS is its hanger. Only trick to the Bort, is playing to its strengths. Most idiots try to play it like a BoP and whine and cry how they suck because of it. Learn to fly it, and God you'll love it.
Career Officer
Join Date: Nov 2012
Posts: 3,664
# 10
04-15-2013, 03:39 PM
As I always tell people it's a silly ship - you have to do silly things to it to make it work.

My engineer currently uses the Tac Bortasqu' with the KHG set

Weapons loadout is 3x polarized disruptor DHCs, 3x pol disruptor turrets, Hargh'pengs fore and aft (sometimes swapped for rapid-fire transphasic and/or breen cluster depending on the situation)

Consoles vary depending on situation but always 5x disruptor coils and the autocannon. I find the subspace snare is only really useful for snagging and dispatching rapidly-maneuvering NPCs and the Hoh'SuS always drifts to close to NPC battleships right as their warp core goes nova. I use the whole set for general PvE content and fleet actions but leave them at home for STFs and PvP.

BOff layout also varies but I always have a Tac in the Uni LCdr slot with TT1, CSV1 and APO1. Usually run a second copy of TT1 and CSV1 in the Tac Lt. slot, sometimes TS2 if I'm running with transphasics. The Cmdr. Eng. slot is the one I play around with a lot, but I always have Aux2Damp as one of the powers. (That plus APO and Evasive maneuvers will make this sucker dance.) Lt. Sci always has TSS and HE. Usually I stick an Eng. with EPtS1 in the Uni. Ens. slot.

The key to getting this beast to behave is spamming the hell out Aux2Damp, APO1 and EM. Using the conn officers that reduce cooldowns to attack patterns and EM is extremely helpful. With those three powers and judicious use of the throttle I've pulled maneuvers that have made my teammates literally stop shooting and star at their monitors in slack-jawed amazement.

Another key in PvP is to be an ambush predator. Even with the maneuver buff combo you simply can't turn well enough to mix it up in a dogfight. But a well-set-up decloak alpha will obliterate absolutely anything you get in your forward arc.
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