test content
What is the Arc Client?
Install Arc

Turning the Tier 6 Andromeda/Galaxy in a powerful ship - is it possible?

2»

Comments

  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    @protoneous - I have also been thinking about doing a Single Cannon build, I am curious to see how it would do.

    I know it hasn't been the greatest in the past, but Cannons have improved quite a bit while beams have fallen off a bit. I am wondering how a Single Cannon/Turret Cruiser would stack up against a BFAW Cruiser. The FAW cruiser probably still has the advantage because they can get 8 beams on target when broadsiding as to where the Cannon boat has to use lower damage turrets in the aft. Still, I think in the current environment that a Single Cannon/Turret Scatter Volley cruiser might be quite formidable.

    Something I have been meaning to try, might even look cool on something like the Yamato. :wink:
    Insert witty signature line here.
  • protoneousprotoneous Member Posts: 2,951 Arc User
    I have also been thinking about doing a Single Cannon build, I am curious to see how it would do.

    I know it hasn't been the greatest in the past, but Cannons have improved quite a bit while beams have fallen off a bit. I am wondering how a Single Cannon/Turret Cruiser would stack up against a BFAW Cruiser. The FAW cruiser probably still has the advantage because they can get 8 beams on target when broadsiding as to where the Cannon boat has to use lower damage turrets in the aft. Still, I think in the current environment that a Single Cannon/Turret Scatter Volley cruiser might be quite formidable.

    Something I have been meaning to try, might even look cool on something like the Yamato. :wink:
    Will give it a go next crafting weekend, using one a tac and eng as I have 4 SC with pen crafted and can take the turrets off an existing cannon ship.

    Both toons will be using your "balanced" tac ult spec that I really like. Peter's version without any hull or shield cap but doubled up on shield regen and hardness is no doubt tweaked to mathematical perfection, but will file it under "next steps" for now unless I can go through my ship gear and find sources of those missing caps which I think is a point he's trying to make in this other current build thread. Tbh I think I already found it in a re-engineered colony deflector...

    Tac ult builds aren't necessarily lacking any important parts of their spec nor unbalanced as with the right gear those perceived holes are filled if you take a closer look. It's more of a perception thing on my part and perhaps others as well. I'm not feeling the least bit squishy on either toon. Keep working on me though I'm starting to get it :smile:

    I had a breen warship from a couple years ago (forget the name) and thought it did pretty good with SC and no A2B as it was tac heavy. It was Peter that suggested it actually (go figure) after I mentioned that I was concerned that I couldn't turn quite fast enough to be comfortable with DC's on some maps and as you mentioned, cannons have gotten better since.

    I never used to have any issue keeping things on target with the Excelsior with the wide field of fire. Competitive engines should make things even better. But am going to dig around through my ships though as with the Excelsior's boff layout that darn dangling ensign eng slot doesn't allow for slotting a copy of DEM, which used to be a key part of these builds as I remember them.

    I don't know what DEM's status is currently as compared to long ago... think it was nerfed somewhat in S13 where it really used to shred things before.

    At the very least it may not be meta but could still at lot of fun.
  • questeriusquesterius Member Posts: 8,301 Arc User
    Single cannon builds are indeed a lot of fun and can be pretty effective as well.
    Instead of the pen mod, i usually go for Biomolecular, Plasma or Elachi Single cannons.

    Also some some of these from time to time: https://sto.gamepedia.com/Phased_Biomatter_Cannon
    When using the BM, plasma or Phased Biomatter Single cannons, i usually go for some Feed Back Pulse traits since these are very efficient in drawing in aggro.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I just realized that I never read the Concentrate Firepower ability correctly. I thought Concentrate Firepower would add a bit of extra damage, trigger the torpedo cooldown rest and a High Yield Torpedo of the same rank of the Concentrate Firepower. But they always produce High Yield Torpedo I, but the cooldown reset/HYT happens more often (every 2 seconds on CF III). That's a significant difference!

    Otherwise, I managed to get Cold-Hearted done today. Unfortunately, the Borg Red Alert is gone now, so my favorite test isn't available. Guess I have to visit Starbase whatsitsnumber in Tau Dewa.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • questeriusquesterius Member Posts: 8,301 Arc User
    I just realized that I never read the Concentrate Firepower ability correctly. I thought Concentrate Firepower would add a bit of extra damage, trigger the torpedo cooldown rest and a High Yield Torpedo of the same rank of the Concentrate Firepower. But they always produce High Yield Torpedo I, but the cooldown reset/HYT happens more often (every 2 seconds on CF III). That's a significant difference!

    Otherwise, I managed to get Cold-Hearted done today. Unfortunately, the Borg Red Alert is gone now, so my favorite test isn't available. Guess I have to visit Starbase whatsitsnumber in Tau Dewa.

    Red Alerts are available during the weekend. For testing purposes you can also use Japori or Argala.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • danaleedanalee Member Posts: 73 Arc User
    Chiming in here because I love the Galaxy class. I use it on my main as my tank, my excelsior is my more offensive ship.

    At work so I dont have too much to contribute in fine details, but my current build is very tetryon focused, 6 beam arrays, 1 kinetic cuttingbeam in the back, 1 torp in the front. I use most of this set: https://sto.gamepedia.com/Incontrovertible_Defenses except the shield, which I use the fleet one that adapts damage protection based on whats incoming.

    Galaxy is a beast of a tank and fun to fly as such. I do exceptionally well with hull tanking and healing already, so the extra shield safety from the above is very handy at giving me some reaction time. Pretty much got almost every console I can find that improves tetryon damage or critical hit chance. So most of the consoles are universal consoles of some sort of the nice damage+critH fleet consoles (tactical). The above set gives a fine boost to my tetyron damage so it actually makes up for the smaller tac slots compared to my excelsior.

    Going balls to the walls DPS on a Galaxy class is sort of like putting a spoiler on a city bus to me... the thing should be used to tank. Butpart of tanking is threat, and threat means DPS, so it does fantastic when threatening (no extra consoles) and beam fire at will / torp spreads flying out. Constantly made 2nd/3rd in the large matches where they show rankings afterwards.

    If going all DPS... I'd see about the smallest arcs you feel comfortable with, setting it up as an escort, and tell the saucer to hit the road.

    Now I am giving myself ideas oh no...
  • protoneousprotoneous Member Posts: 2,951 Arc User
    edited October 2018
    Well crafting weekend is here so made up a nice set of single cannons and tried SCs & turrets vs beams both using A2B on my test ship as promised. It has not only has a LtC tac, but also a Cmdr and LtC eng, so that I could use DEM just like in the old days.

    So how did it go? Well a wall of CSV2 certainly is a lot of little tiny hits judging by the dmg floaters. Parse wise in ISA using only a couple runs each it seemed at first they were about the same but I think beams do slightly better or at least have a higher ceiling. It could be my piloting. The SC tooltips did seem to have stats similar to a decent set of beam arrays.

    There's so many ways to make a slower turning ship turn a lot faster these days as compared to before when I wouldn't have put dual cannons on anything with a stated base turn rate of less than 14 (test ship is 9.5) so I thought why not try some DHC?

    Thats where I ran into a "class requirements not met" and probably the main reason SCs were once a thing on heavier ships. I think DEM was a lot more powerful back then as well, although I could have swapped DEM1 and RSP3 around.

    I do have another toon with a heavier ship that will accept DHC's and with competitive engines and A2B power levels think it could do fairly well on some maps so will give it a go. Can recall somebody mentioning the viability of using "real" cannons on this sort of heavier setup recently... like a cannon Vengeance.
    Post edited by protoneous on
  • questeriusquesterius Member Posts: 8,301 Arc User
    The hakaishin dreadnought setup for PVP was what originally got me hooked on single cannon builds. Sadly the setup with a trico torpedo finisher seems to have vanished from skillplanner.

    https://26thfleet.enjin.com/forum/m/9239612/viewthread/17440283-hakaishin-dreadnought

    The idea was to keep pressure on an opponent at all times with the cannon fire and when you (or a team mate since it was a PVP build) got the shields down then a well timed trico torpedo could finish the opponent.

    Off course ever since the speed boosts have become ridiculous and the use of a slow trico finisher is questionable.

    The class requirement is something which should be removed IMO. Even if a ship is not really suited for weapons with a small firing arc, a player should be able to use them on that ship if he/she wanted to.

    I would also like to see Single cannons in both front and aft weapon slots, but that would probably hinder turrets. Still, broadside single cannon... i would LOVE to see and use that.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • questeriusquesterius Member Posts: 8,301 Arc User
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    protoneous wrote: »

    I do have another toon with a heavier ship that will accept DHC's and with competitive engines and A2B power levels think it could do fairly well on some maps so will give it a go. Can recall somebody mentioning the viability of using "real" cannons on this sort of heavier setup recently... like a cannon Vengeance.

    That was me, and it's more true now then ever before. I put DHC's on my Vengeance and on my Tactical Scimitar. The idea was using A2B to keep Scatter Volley at Global. Using the Withering Barrage Trait to extend it's duration keeps it at global and essentially makes my firing arc 90' permanently. Combine that with Competitive Engines that give you the speed/turn boost on using a heal and both of these large ships become quite fun to play with Cannons and extremely deadly.

    I appreciate you doing the Single Cannon test, it's pretty much what I expected.. that they would come in just below Beams overall. Honestly though, that's not too shabby.. they won't top the DPS charts but at least they're viable. There are plenty of ships, especially on the Fed side that can't mount DHC's so Single Cannons might be fun if someone really likes a ship and just doesn't want to do Beams.

    Truth is, this is the most balanced I can ever remember STO being as far as weapon selection is concerned. Back in the 'Escorts Online' days.. Cannons were the only thing that were any good. Then Beams rose and pushed Cannons into the grave.. it was always one was great, one sucked. I really like where things are right now.. Cannons are the 'top dog' but Beams aren't far behind and with their ease of use are still going to be very popular. People are making Mine Layers, Torp Boats are highly effective and now it seems that even Single Cannons are viable should you prefer to that route. I have to be honest, I like this.
    Insert witty signature line here.
  • protoneousprotoneous Member Posts: 2,951 Arc User
    @seaofsorrows yes, it's nice that such a variety of builds are viable in STO these days. It helps keep things fresh running different builds on different toons. I updated my DHC's this weekend as well so will be giving them a try on a much bigger ship. Thanks for the inspiration. I'm really finding the build threads interesting as of late so it's off to the Megawell Nova thread now for a different kind of fun.

    @questerius I appreciate your comments and the time you took to post those links regarding some of the origins and history of single cannon use. Thanks. They'll find a home on one of my characters as an alternate loadout so I can continue to play with them.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited October 2018
    The one thing I would like to see get some kind of revamp are Dual Beam Banks. We were talking about it in our fleet chat yesterday, they're not in a good place. Damage on them is good, but not as good as Cannons. They still suffer the 45' arc as opposed to Cannons that do more damage and can fire in 90' under Scatter Volley. I have been using them on my Arbiter because I have 5 Epic's just sitting in my bank, but honestly.. there was no real reason not to swap those for Dual Cannons so I did.

    Not that the ship wasn't effective using DBB's it certainly was.. but I can just swap them for DHC play the exact same way and be more effective. Kind of makes it hard to find a convincing reason to use DBB's.
    Insert witty signature line here.
  • questeriusquesterius Member Posts: 8,301 Arc User
    The one thing I would like to see get some kind of revamp are Dual Beam Banks. We were talking about it in our fleet chat yesterday, they're not in a good place. Damage on them is good, but not as good as Cannons. They still suffer the 45' arc as opposed to Cannons that do more damage and can fire in 90' under Scatter Volley. I have been using them on my Arbiter because I have 5 Epic's just sitting in my bank, but honestly.. there was no real reason not to swap those for Dual Cannons so I did.

    Not that the ship wasn't effective using DBB's it certainly was.. but I can just swap them for DHC play the exact same way and be more effective. Kind of makes it hard to find a convincing reason to use DBB's.

    Are you thinking of an innate crit chance like the DHC have or something else completely.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2018
    questerius wrote: »
    The one thing I would like to see get some kind of revamp are Dual Beam Banks. We were talking about it in our fleet chat yesterday, they're not in a good place. Damage on them is good, but not as good as Cannons. They still suffer the 45' arc as opposed to Cannons that do more damage and can fire in 90' under Scatter Volley. I have been using them on my Arbiter because I have 5 Epic's just sitting in my bank, but honestly.. there was no real reason not to swap those for Dual Cannons so I did.

    Not that the ship wasn't effective using DBB's it certainly was.. but I can just swap them for DHC play the exact same way and be more effective. Kind of makes it hard to find a convincing reason to use DBB's.

    Are you thinking of an innate crit chance like the DHC have or something else completely.

    Under CSV one now has a 90° arc for the secondary targets for DHC/DC while DBB have this arc standard.

    Now with CSV performing better than FAW in that arc (available traits, CD time, # of targets hit) and DHC/DC being stronger than DBB you end up with much better results in sum even though you follow almost exactly the same playstyle.

    As things are now I rather make kinetic builds than DBB setups. They have fallen behind completely and are frustrating to play. My HSE tank was stuck around 80k in HSE with DBB for example; after the transfer to cannons she get up to 120k with me playing the same (just made the required adjustments).
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    questerius wrote: »
    The one thing I would like to see get some kind of revamp are Dual Beam Banks. We were talking about it in our fleet chat yesterday, they're not in a good place. Damage on them is good, but not as good as Cannons. They still suffer the 45' arc as opposed to Cannons that do more damage and can fire in 90' under Scatter Volley. I have been using them on my Arbiter because I have 5 Epic's just sitting in my bank, but honestly.. there was no real reason not to swap those for Dual Cannons so I did.

    Not that the ship wasn't effective using DBB's it certainly was.. but I can just swap them for DHC play the exact same way and be more effective. Kind of makes it hard to find a convincing reason to use DBB's.

    Are you thinking of an innate crit chance like the DHC have or something else completely.

    Under CSV one now has a 90° arc for the secondary targets for DHC/DC while DBB have this arc standard.

    Now with CSV performing better than FAW in that arc (available traits, CD time, # of targets hit) and DHC/DC being stronger than DBB you end up with much better results in sum even though you follow almost exactly the same playstyle.

    As things are now I rather make kinetic builds than DBB setups. They have fallen behind completely and are frustrating to play. My HSE tank was stuck around 80k in HSE with DBB for example; after the transfer to cannons she get up to 120k with me playing the same (just made the required adjustments).

    Yeah, all that.

    They're in such a bad place because they just don't compare to cannons. Are DBB's viable? absolutely, but they're easily outshined.

    I was using 5 DBB's on my Arbiter. It did great in PvE, it rips targets quickly, the beam banks work just fine. But all I did was swap them out for cannons (obviously I also swapped the Omni's in the rear for turrets) and changed BFAW 3 to CSV 2. I made no other changes except for traits (Beam Training swapped for Cannon training, Re-Directing Arrays changed to Withering Barrage) and took the ship out again. It flies exactly the same as before, same arc (I was wrong before, DBB are also 90' not 45') same exact game play.. the only difference is that targets were dispatched much quicker. It went from an effective ship to a killing machine.

    DBB's are a 1:1 comparison to Heavy Cannons in every way except performance. That's the problem, they have nothing to push them anywhere near the current performance of cannons. They suffer the exact same limitations but DBB's get none of the benefits.
    Insert witty signature line here.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    Since we got my thread off-topic, you can now repeat all the advice you made for making the Nimitz more competitive.

    My AoD character is naturally still far behind on everything. Reputation Level 2 everywhere, only 3 starship mastery traits unlocked so far (one for the Nimitz, the other 2 from past Recruitment Events).

    Comparing my tricked out Crossfield EPG/Torp build (even with the Mycelium Trait and Console picked for fluff, not power), the Nimitz is shooting blanks and underprotected. I have been going for an Aux2Bat build here, too.

    In Azure Nebula, the Crossfield can solo any Romulan ship and its accompanying Tholian Guardians. The Nimitz is completey overtaxed.

    However, at least I found that maybe I am leaning a bit too much towards offense on the Crossfield. Whatever the Borg Queue with the 3 Cubes and the Carrier is called again, I exploded a few times because my usual approach of sucking up everything and it then melting away doesn't work if the enemies don't get sucked in. Of course, I also haven't played this queue in 5 years or so.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    edited October 2018
    Since we got my thread off-topic, you can now repeat all the advice you made for making the Nimitz more competitive.

    My AoD character is naturally still far behind on everything. Reputation Level 2 everywhere, only 3 starship mastery traits unlocked so far (one for the Nimitz, the other 2 from past Recruitment Events).

    Comparing my tricked out Crossfield EPG/Torp build (even with the Mycelium Trait and Console picked for fluff, not power), the Nimitz is shooting blanks and underprotected. I have been going for an Aux2Bat build here, too.

    In Azure Nebula, the Crossfield can solo any Romulan ship and its accompanying Tholian Guardians. The Nimitz is completey overtaxed.

    However, at least I found that maybe I am leaning a bit too much towards offense on the Crossfield. Whatever the Borg Queue with the 3 Cubes and the Carrier is called again, I exploded a few times because my usual approach of sucking up everything and it then melting away doesn't work if the enemies don't get sucked in. Of course, I also haven't played this queue in 5 years or so.

    First, sorry for going off topic, I had a lot to do with that. :smile:

    The Europa is a bit complicated but it should be possible to turn it into a descent A2B damage dealer. The ship doesn't appear to be on the STO Academy Skill Planner so I don't have a build to directly link you. If you're after damage though, you pretty much have to get the Fleet Version of the ship. Three Tactical consoles is fairly limiting, but 2 is just weak.

    You would need to first decide the weapons you want to use. The 7 turn rate seems to favor beams but if you're after as much damage as possible then you're going to want to put Dual Cannons/Dual Heavy Cannons in those 5 forward slots. It might take a bit of getting used to in order to keep something that slow on target but trust me when I say it can be done. Some tricks are to slot the trait Withering Barrage. If you go cannons, then Scatter Volley is going to be your bread and butter. Scatter Volley will push your firing arc from 45' to 90' which is going to be key for such a slow turning ship. Aux2Bat will keep CSV at global and with Withering Barrage extending it's up time you can effectively permanently increase your arc to 90'. You can also add Impulse Engines from the Prevailing Regalia set. These engines give you a burst of speed and a drastic increase in turn rate when certain abilities are triggered. The one that procs off heals is nice because it makes it so you can easily control the speed bursts and use them when you need them. For a ship like this, I would use the LT. Commander Tactical for something like Tac Team 1, Attack Pattern Beta 1, Cannon Scatter Volley 2. Commander Engineering would be something like Engineering Team 1, Aux2Bat 1, Emergency Power to Weapons III and Reverse Shield Polarity. You could then use the Lt Universal for Emergency Power to Shields 1 and another copy of A2B. The Lt. Commander Science/Command is your call.. I personally would go Hazard Emitters 1, Science Team 2, and Rally Point Marker. That's just a rough sample of course.

    You could also go beams with it.. similar set up only obviously Fire At Will would replace Scatter Volley. This wouldn't be as high in damage but the ship would be easier to use given it's turn rate. Traits for either would depend on what you have access to but obviously the most important starship traits would be Emergency Weapon Cycle, Cold Hearted and for cannons, Withering Barrage. I would also recommend Improved Critical Systems and for beams maybe Re-Directing Arrays if you have the Miracle Worker ship. Otherwise maybe a survival trait like Honored Dead.. again your call.

    These are just some quick ideas but I think you can build a template from that. Let me know if I left anything out. :smile:
    Post edited by seaofsorrows on
    Insert witty signature line here.
  • protoneousprotoneous Member Posts: 2,951 Arc User
    Since we got my thread off-topic, you can now repeat all the advice you made for making the Nimitz more competitive.
    Sorry. It went from try A2B to enthusiasm taking over. My bad as well.

  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited October 2018
    For a ship like this, I would use the LT. Commander Tactical for something like Tac Team 1, Attack Pattern Beta 1, Cannon Scatter Volley 2. Commander Engineering would be something like Engineering Team 1, Aux2Bat 1, Emergency Power to Weapons III and Reverse Shield Polarity. You could then use the Lt Universal for Emergency Power to Shields 1 and another copy of A2B. The Lt. Commander Science/Command is your call.. I personally would go Hazard Emitters 1, Science Team 2, and Rally Point Marker. That's just a rough sample of course.

    Yea good call for the setup on the Europa Sea! B)

    Was briefly considering that ship for one of my toons whose preferred craft sadly can’t mount DHC/DC. The Europa however can. With the wider arc under CSV things are much easier than they used to be but what makes that ship charming is that one can install full aux2bat while still having a lt. commander sci station where even a grav well could be installed. Just being a bit speced into ControlX is often enough already to really help out to force critters to stay in your arc and hindering them from outflanking you. Just a switch in boff stations but perhaps: [HE1|Rally Point Marker 1|GW1] could be tried out? If less heals are needed in this ship: [HE1|Destabilizing Resonance Beam (for the DRR debuff) and cool CD time under aux to bat|GW1] could work out fine as well.
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    I actually like the Europa, it's that 2(3) tactical console thing that kills it for me.

    The last time I used GW1 it did absolutely nothing. Of course, I am not specced into ControlX so that probably had a lot to do with it. Gravity Well on a ship with cannons would be great.. pull them all in and hit em with a Scatter Volley.

    Good times! :smiley:
    Insert witty signature line here.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    I actually like the Europa, it's that 2(3) tactical console thing that kills it for me.

    The last time I used GW1 it did absolutely nothing. Of course, I am not specced into ControlX so that probably had a lot to do with it. Gravity Well on a ship with cannons would be great.. pull them all in and hit em with a Scatter Volley.

    Good times! :smiley:

    Yea tac consoles were my thought too and there is this left over ensign eng station I could not put to good use. Well perhaps with all the phaser boosting stuff which summed up by now the ship would not fall too far behind but it will always remain suboptimal. :/
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • avoozuulavoozuul Member Posts: 3,196 Arc User
    I almost considered using the ship on my tac but then the New Orleans came out and I used that instead. However I already made full use of it and dropped it for a previous ship again. I may end up again considering on using the Andromeda.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    casualsto wrote: »

    This looks interesting. Didn't expect to see Feedback Pulse in there.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    Might be able to adapt this build to fit on your desired frame?
    https://www.youtube.com/watch?v=MurTwR_xWhw
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Sign In or Register to comment.