Ensign
Join Date: Oct 2012
Posts: 19
Title is self-explanatory
Oh also no antiproton weapons.
Captain
Join Date: Feb 2013
Posts: 5,327
# 2
05-05-2013, 04:01 PM
Quote:
Originally Posted by star23456 View Post
Oh also no antiproton weapons.
Awww, come on guys, it's so simple maybe you need a refresher course. Heyya! It's all antiproton weapons nowadays. Now you prepare that Fetzer valve with some 3-in-1 oil and some gauze pads, and I'm gonna need 'bout ten quarts of anti-freeze, preferably Prestone. No, no make that Quaker State.
Ensign
Join Date: Oct 2012
Posts: 19
# 3
05-05-2013, 04:11 PM
cant afford it atm.
Captain
Join Date: Feb 2013
Posts: 5,327
# 4
05-05-2013, 04:13 PM
Quote:
Originally Posted by star23456 View Post
cant afford it atm.
No worries man. I was just vibing the fact that I recently saw Fletch for like five millionth time.
Ensign
Join Date: Oct 2012
Posts: 19
# 5
05-05-2013, 04:17 PM
ah okay I think we're getting off-topic a little.
Ensign
Join Date: Oct 2012
Posts: 19
# 6
05-05-2013, 04:20 PM
oh also I am lvl 40 in-game.
Captain
Join Date: Jun 2012
Posts: 1,068
# 7
05-05-2013, 04:35 PM
Disruptor Dual Heavy Cannons x3 and Quantum Torp x1 fore
Disruptor turrets x3 aft

Nuetronium Armor x2 in Engineering consoles
For Science focus on Shield boosting consoles, the ones that add capacity if you can afford them, otherwise Emitters and Emitter Amplifiers. Good spot to fit Universals of your choice, if you have any.
Disruptor Coils x4

Engines and Shields: Jem'Hadar (redo the mission when you hit 50 for MK XI versions)
Deflector: Positron, [SIF] and [ShdS] are really handy mods

Bridge Officers:
Tac:
Tactical Team I x2, and the following mixed in your choice in the rest of the slots: Cannon Rapid Fire, Cannon Scatter Volley, Attack Pattern Omega, Attack Patten Beta, Torpedo Spread, Torpedo High Yield. Good idea to have 2x of which ever Cannon ability you like most.

Eng:
Emergency Power to Sheilds I and II

Sci:
Polarize Hull I, Hazard Emitters II
Hazard Emitters I

Should be enough to get you started.
Captain
Join Date: Jul 2012
Posts: 2,983
# 8
05-05-2013, 04:53 PM
Weapons (all energy types of your choice)
Fore: 3x DHC, 1x Torp
Aft: 3x turret

Equipment
Deflector: M.A.C.O recommended however most will do the trick
Engines: M.A.C.O recommended however combat engines with turn and speed mods are good alternatives
Shields: M.A.C.O recommended however resilient shields with regeneration and capacity or resistance mods are a good alternative

Consoles
Engineering: 2x Neutronium Mk XI (These can be found for free as rewards for the games final story mission)
Science: Field Generator Mk XI (can be acquired for 11,350 dilithium in the dilithium shop), Borg console (if you can have it) otherwise Emitter amplifier Mk XI, Graviton generator Mk XI
Tactical: 4x Mk XI Energy type

Bridge officers
CMDR Tactical: TT1, AP:B1, HYT3, CRF3
LTC Tactical: TS1, AP:B1, CSV2

LT Engineer: EPtS1, EPtS2
Ens Science: PH1
LT Science: HE1, TSS2


Base Power
Weapons: 100
Shields: 50
Engines: 25
Auxiliary: 25

Duty officers
Three Conn officer (Tactical team recharge variety)

Character skill spec
http://skillplanner.stoacademy.com/?build=tacpatrol_0
Ensign
Join Date: Oct 2012
Posts: 19
# 9
05-05-2013, 05:53 PM
heres what I have right now:

2 mk x plasma DHCs
1 Bio-neural warhead
1 tricobalt torp
3 plasma turrets
1 grappler console
I cant remember the rest tho
Edit: oh yah reman sheild mk VIII tho

Last edited by star23456; 05-05-2013 at 05:56 PM.
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