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PvP ship build

Archived PostArchived Post Member Posts: 2,264,498 Arc User
edited August 2011 in PvP Gameplay
Hi guys, i've some question about my build in pvp, can u help me to meke it better?
I'm a tactical officer with a multi vector advanced escort with:

- fore weapons -
phaser dual beam bank
quantum tropedo
phaser dual heavy cannons (x2)

- aft weapons -
phaser beam array
phaser turret (x2)

- shields -
reman shield

- deflector -
assimilated graviton

- devices -

assimilated subtranswarp

- engineering consoles -
rcs accelerator
eps flow regulator

- science consoles -
multi vector assoult mode
induction stabilizer
assimilated module

- tactical consoles -

zero point quantum
phaser relay (x3)

for boff skills i've:

- ensign tactical -
tactical team I

- lieutenant tactical -

target shield I
rapid fire I

- commander tactical -

tactical team I
attack pattern beta I
high yield III
rapid fire III

- lieutenant engineering -

engineering team I
emergency power to shield I

- lt. commander science -
science team I
transfer shield strenght II
hazard emitters III

whit ships power levels like this:
weap: 124 / 100
shield: 70 / 50
engines: 49 / 25
aux: 53 / 25

Ty for your help

(pretty long, i know but...i'd like to know!)
Post edited by Archived Post on
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    First thing I notice, waaaaaaaay to many teams. 2 tac teams a sci team and an eng team? That's 1-2 too many.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    -Frank- wrote:
    Hi guys, i've some question about my build in pvp, can u help me to meke it better?

    Better at what?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Better at what?

    to my ship build...sorry for my bad english guys
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Some changes to your build cause you fly only with Rapid3 instead of BO3.

    - fore weapons -
    quantum tropedo
    phaser dual heavy cannons (x3)

    - aft weapons -
    phaser turret (x3)

    - shields -
    reman shield
    (Try to get the Covariant Cap 3 for 52 Marks of Honor, you can change Emblems in the Gamma Orionis Battle Group, and buy them at K7)

    - deflector -
    assimilated graviton

    - devices -
    assimilated subtranswarp

    - engineering consoles -
    rcs accelerator (where is your +35% Shield? take that instead of the RCS, you get enough Turnrate from your Beta thing)
    eps flow regulator

    - science consoles -
    multi vector assoult mode
    induction stabilizer
    assimilated module

    - tactical consoles -
    zero point quantum
    phaser relay (x3) or (x4)*no Quantum then*

    for boff skills i've:

    - ensign tactical -
    tactical team I

    - lieutenant tactical -
    High Yield I
    rapid fire I

    - commander tactical -
    tactical team I
    attack pattern beta I
    high yield III
    rapid fire III

    - lieutenant engineering -
    Emergency Power to Shield 1 (or Emergency Power to Weapons 1, or Emergency Power to Engines 1)
    emergency power to shield 2

    - lt. commander science -
    Hazard Emitters I or (Polarize Hull I)
    transfer shield strenght II or Hazzard II
    Polarize Hull III or Photonic Shockwave 1 *stuns* or Hazzard III (when you have Polarize Hull I to get rid of Holds)

    (You fly the Science Escort so you cant have good DPS and Attack Pattern Omega, when you are tac get the Advanced Escort und put the Multi Vector Console in that)
    whit ships power levels like this:

    weap: 124 / 100
    shield: XX / 25-30
    engines: XX / 45-50
    aux: 53 / 25

    (with 2 times EPTS you can toggle them all the Time, so you dont need to much energy in shields, you are not the tank, you need the speed and turnrate.)


    Also try to buy the MK X weapons they have better Modifications then the other. But when you are Tac try to fly the advanced its suites you better.

    Changes: Marked a comment so he sees what i ment to get rid of the RCS.
    When you want an Beam Overload 3 set up, i can give you one, also it would be nice which type of ship you want to use for that build up.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Add to the other posts:

    Get rid of the torpedo console, add energy damage instead.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    -Frank- wrote:
    to my ship build...sorry for my bad english guys

    No, you still misunderstand me :)

    What, specifically, do you want to achieve with your ship? There is another thread going on for example, constant dps vs burst dps.

    Do you want to be a burst damage dealer? Or a sustained damage dealer? Do you want to be able to lock down your enemy? Do you want to be a bomber? Is single target damage more important than group damage?

    There are unfortunately, a lot of options available to you, and what is "best" for you, really depends on what you want to achieve.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Elkantar wrote:
    (with 2 times EPTS you can toggle them all the Time, so you dont need to much energy in shields, you are not the tank, you need the speed and turnrate.)


    Also try to buy the MK X weapons they have better Modifications then the other. But when you are Tac try to fly the advanced its suites you better.

    k so, i've to get the mk x weapons and... what for the engineering consoles? o.O
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    No, you still misunderstand me :)

    What, specifically, do you want to achieve with your ship? There is another thread going on for example, constant dps vs burst dps.

    Do you want to be a burst damage dealer? Or a sustained damage dealer? Do you want to be able to lock down your enemy? Do you want to be a bomber? Is single target damage more important than group damage?

    There are unfortunately, a lot of options available to you, and what is "best" for you, really depends on what you want to achieve.

    Oh...sorry...i'm not so good in english lol
    sometimes is hard for me to understand but i'm doing what i can :)
    so...let's do a high damage versus a single target
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    -Frank- wrote:
    Oh...sorry...i'm not so good in english lol
    sometimes is hard for me to understand but i'm doing what i can :)
    so...let's do a high damage versus a single target

    3x Dual Heavy Cannons 1 Quantum - 3 Turrets

    Tac Buffs + HYT3 + CRF3 + APB2

    Make sure to get 2 EP2Shields + 2 TacTeams (for defense) and decloak around 3-5k range.

    Should be able to do significant damage against any ship.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    -Frank- wrote:
    Hi guys, i've some question about my build in pvp, can u help me to meke it better?
    I'm a tactical officer with a multi vector advanced escort with:
    Ok a few things here:

    -You have too much dependance on the team skills (i.e. you have all 3 and they are all on a shared CD), at best you want one of the team skills but never more than two due to the interference.

    -Remove the RCS console, as an escort your maneuverability is high enough and that makes that console a waste. In its place you should get a Neutronium armor or another EPS (I recommend the armor, but w/e).

    -You tac skills are lacking: You need a stronger Target Subsystem skill than 1 on an escort (use lvl 3 or don't use them at all), so you should either pick up a Beam Overload or drop the beams from your weapon loadout altogether (your preference). Additionally you need a higher level attack power than Beta 1, AP Beta 2 would be a good choice, but otherwise your only choice is AP Omega 1; do NOT replace your rapid fire 3 for a lvl 3 attack pattern.

    -Your power levels seem off......did you spec into ground as well?

    -Finally I suggest removing the quantum torpedo console and replacing it with straight phaser relay consoles. Enough people stack phaser resists that you need all the punch you can get....


    Hope those help you get started :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I like your build for the most part. Without a Beam Overload up front, I feel like a Dual Beam Bank is taking up valuable space from another Dual Heavy Cannon. You can still spin around a little to use your Target Subsystem with your after array. With only one torpedo, and really in general since your damage is mostly going to come from energy weapons, you might be better to drop the quantum console for another phaser relay.

    I agree with the other suggestion that your science slots be more like Hazard Emitters I, Transfer Shield Strength II, and Photonic Shock Wave. It's still decent survivability with a little extra stun help to time a burst. For Engineering it's nice to cycle through Emergency Power to Shields but with other people using so much stun or other movement debuffs it is really nice to have Aux to Inertial Dampeners (and it helps with your turning).

    You definitely want to look at your power levels. With an Escort speed is life. I like 100-25-50-25 as has already been suggested. With your EPS Flow Regulator you can swap to more defensive, speedy, or supportive power levels much more quickly. That also becomes the main purpose of your EPS Flow Regulator since you aren't carrying a Beam Overload 3. I like the use of an RCS Console but it would be good to keep one of those 35% Shield Consoles on hand just in case the going gets too tough.

    If you ever did try Beam Overload 3 (replacing High Yield III), you could swap your Target Subsystem with a High Yield I with minimal impact to your overall build.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Sivar wrote: »
    Ok a few things here:

    -You have too much dependance on the team skills (i.e. you have all 3 and they are all on a shared CD), at best you want one of the team skills but never more than two due to the interference.

    -Remove the RCS console, as an escort your maneuverability is high enough and that makes that console a waste. In its place you should get a Neutronium armor or another EPS (I recommend the armor, but w/e).

    -You tac skills are lacking: You need a stronger Target Subsystem skill than 1 on an escort (use lvl 3 or don't use them at all), so you should either pick up a Beam Overload or drop the beams from your weapon loadout altogether (your preference). Additionally you need a higher level attack power than Beta 1, AP Beta 2 would be a good choice, but otherwise your only choice is AP Omega 1; do NOT replace your rapid fire 3 for a lvl 3 attack pattern.

    -Your power levels seem off......did you spec into ground as well?

    -Finally I suggest removing the quantum torpedo console and replacing it with straight phaser relay consoles. Enough people stack phaser resists that you need all the punch you can get....


    Hope those help you get started :)

    I endorse this statement.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    My personal tac/escort build of the moment. This is for a Defiant-R, but can be modified...

    Working from memory so forgive any mistakes...

    Fore:
    3xDHC, 1DBB
    Aft:
    3xTurrets

    Aegis set.

    Eng:
    EPS flow regulator
    +7.5 (?) Weapon power console

    Sci:
    Borg module, Halon emitter

    Tac:
    4xDisruptor consoles

    Skills:

    Tac Team1 / Attack Pattern Beta 1 / Cannon rapid fire 2 / Cannon rapid fire 3
    Tac Team1 / Attack Pattern Beta 1 / Beam overload 3
    Target Engines 1


    Emergency power to shields 1 / Emergency power to shields 2

    Hazard emitters 1 / Transfer shield strength 2

    Base power settings are 100/25/50/25

    Since you lack the tac ensign slot, you can get rid of target engines (i just have it to fill the space frankly)
    With an extra sci slot, id probably run something like:

    Hazard 1 / Polarize hull 2 / Transfer shield strength 3

    Polarize provides a very large damage resist. If you can afford it, it is worth having. That would be more survival oriented. If I wanted a bit more teeth from my sci slots, I may go HE1/TSS2/ with either PSW or TBR in the ltc cmdr slot.

    My build is for burst damage against single targets. She can, one a good day, insta-roast any unprepared ship. With tac captain buffs + boff buffs running my first volley will usually kill shields, BO3 direct on hull for anywhere between 20-40k damage, and another volley on hull, usually does the trick against any class of ship. I know a number of people dislike BO3 because of the associated power drain, but honestly, either the way I have set up my skills, or there has been a ninja change, but I barely even notice the power drain. If I fire BO3, by the time I look at my power levels, less than 1s, they are back to normal. No need for batts or anything.

    A prepared enemy however, will always make your job difficult, if not near impossible :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I'd recommend 3x DHC, 1x DBB. or switch one DHC with Trico :p

    My personal tac/escort build of the moment. This is for a Defiant-R, but can be modified...

    Working from memory so forgive any mistakes...

    Fore:
    3xDHC, 1DBB
    Aft:
    3xTurrets

    Aegis set.

    Eng:
    EPS flow regulator
    +7.5 (?) Weapon power console

    Sci:
    Borg module, Halon emitter

    Tac:
    4xDisruptor consoles

    Skills:

    Tac Team1 / Attack Pattern Beta 1 / Cannon rapid fire 2 / Cannon rapid fire 3
    Tac Team1 / Attack Pattern Beta 1 / Beam overload 3
    Target Engines 1


    Emergency power to shields 1 / Emergency power to shields 2

    Hazard emitters 1 / Transfer shield strength 2

    Base power settings are 100/25/50/25

    Since you lack the tac ensign slot, you can get rid of target engines (i just have it to fill the space frankly)
    With an extra sci slot, id probably run something like:

    Hazard 1 / Polarize hull 2 / Transfer shield strength 3

    Polarize provides a very large damage resist. If you can afford it, it is worth having. That would be more survival oriented. If I wanted a bit more teeth from my sci slots, I may go HE1/TSS2/ with either PSW or TBR in the ltc cmdr slot.

    My build is for burst damage against single targets. She can, one a good day, insta-roast any unprepared ship. With tac captain buffs + boff buffs running my first volley will usually kill shields, BO3 direct on hull for anywhere between 20-40k damage, and another volley on hull, usually does the trick against any class of ship. I know a number of people dislike BO3 because of the associated power drain, but honestly, either the way I have set up my skills, or there has been a ninja change, but I barely even notice the power drain. If I fire BO3, by the time I look at my power levels, less than 1s, they are back to normal. No need for batts or anything.

    A prepared enemy however, will always make your job difficult, if not near impossible :)

    Just curious, why would you use a +7.5 Weapon console on an escort? (Unless you are not skilled into Weapon Performance I suppose)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I'd recommend 3x DHC, 1x DBB. or switch one DHC with Trico :p

    Just curious, why would you use a +7.5 Weapon console on an escort? (Unless you are not skilled into Weapon Performance I suppose)

    Lol, I AM specced into performance (i'm specced into all performance skills). Maybe the console is why I never notice my power levels drop much.

    Base power is 100 + 15 (escort bonus) + 7.5 = 122.5 but in reality it isn't that high (I think I actually have the +7 console thats why i wrote (?)). I don't remember the actual numbers but its closer to 121/122. Weapons performance brings me just over 125 with a little room to spare. I might actually run at 95 with the extra 5 in engines, but I don't think so. Will have a look when I get home.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Lol, I AM specced into performance (i'm specced into all performance skills). Maybe the console is why I never notice my power levels drop much.

    Base power is 100 + 15 (escort bonus) + 7.5 = 122.5 but in reality it isn't that high (I think I actually have the +7 console thats why i wrote (?)). I don't remember the actual numbers but its closer to 121/122. Weapons performance brings me just over 125 with a little room to spare. I might actually run at 95 with the extra 5 in engines, but I don't think so. Will have a look when I get home.

    With performance and Assimilated console - You should hit 125 on a escort, the 7.5 is thus wasted.. (Unless the old 135 softcap is still in effect, it seems like that when I aim for 135 on my Excel)

    Can throw a shield or engine console in instead, or maybe a Neut armor.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    The assimilated console gives you weapons power????? Man I should read things more :D

    Chances are I specced up before I even had that console and didn't consider any boosts it gave.

    Again though, perhaps that's why I don't even notice a power drain from BO3
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Just for the information then, i would like to link you to this thread.

    http://forums.startrekonline.com/showthread.php?t=213754&page=4

    Last post.

    So yeh. Putting 5 points in another system and putting your Weaponpower to 124/95 would make your build more efficient :)
    Or just remove some points from Weapon Performance and put them somewhere else :p

    I could do the same tests all over again, but the results will be the same. It was a different story a while back, before I even played the game. You could make your weapon power go over 125, even theoretically above 150> with EptW etcetera. Later people thought this 'buffer' was hardcapped at 135. But from what I can tell this has been misunderstood by the first weapondrain (-10 for Beam) which is always for free.

    Some people still swear by this old principle and really think their weaponpower drain is decreased. But in my opinion they should reconsider their calculations and have their own little test. Its a shame their builds arent that efficient. You even see people still use 2x EptW (On an escort with full power to weapons) which is literally a big loss to your survivability/defense (You do receive an non-significant dmg boost for 5 seconds which is equal or less then APO1 for just 5 seconds), since 2x EptS yields much more benefit.
    Zorena wrote:
    Its the eps flow regulator that helps your bo3 drains :)

    Yup, absolutely right. One EPS really helps with this. However, it really depends on if you have auto fireing on your weapons. If you have that, the weaponsystem is recharged much slower because all the weapons just keep firing, even with 2 EPS consoles it takes some seconds before its back to the 115-125 range :)

    Hereby I would like to add that using a Higher Rank Beam overload is also more 'efficient' to a certain point since you get more damage for the same -50 drain. But ofcourse 2x Beam Overload3 (in example) would make your Tactical initiative less effective.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Its the eps flow regulator that helps your bo3 drains :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    To the OP. There is so much knowledge in the past few posts. Please soak it up like a sponge.

    Also my main Damian is a tac in defiant. 3 dhc's 1 quantum and 3 turrets. I run 3/4 Borg set with aegis shields.

    One thing I will say in slight conflict with a post earlier is to not sleep on the RCS console in a full on dhc build. I put one on and have never looked back. Who needs the +35 shields console anyway. (jokes) but honestly on my escorts I no longer run one. Just eps and rcs.

    Also another thing to keep in mind is distance and the buffs your current target is running. I've seen my alpha go to squat when in 2 seconds my target went from no buffs to every shield buf imagineable. Saty way from targets that have extend shields on them.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Snap, I get 124 without any consoles whatsoever. Ok, time to re-jig :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Snap, I get 124 without any consoles whatsoever. Ok, time to re-jig :D

    I think you get a little more freedom with the points if you are a joined trill. And efficient officers too.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    I have efficient, but I'm no Trill. Shouldn't affect my weapons power. Only adds to power levels below 75.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    OK so it's still somewhat anecdotal, just played a few rounds of CnH, but I notice an appreciably higher power drain for both weapons cycles and BO when not running both consoles and setting to100 weapons power.

    Without any consoles at 100 power, my firing cycle takes my weapons power to about -10 the base level. Beam overload drain is significant. Hits around ~70 power.

    With consoles but at 90 power my firing cycle takes me to -5 the base level. BO drain is marked, down to ~65.

    With consoles and at 100 power my firing cycle barely often leaves the buffer, and sometimes my BO strikes produce ZERO drain, yes, ZERO, while on others it drops me down very temporarily for ~2s to ~75.

    Damage and energy wise, despite their being an apparent hard cap at 25, I seem to be much better off running as I was......a little bizarre I think.

    Still, just anecdotal though...

    Edit: For the record though, I've switch over to 90/25/60/25 (125/58/75/52). Will see how I feel with it, the extra turn rate is nice.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Ty for all, my new ship build is like this:


    - fore weapons -
    phaser dual beam bank
    phaser dual heavy cannons (x3)

    - aft weapons -
    phaser turret (x3)

    - shields -
    reman shield (i'll put the covariant cap x3 of the station k7)

    - deflector -
    assimilated graviton

    - impulse -

    assimilated subtranswarp


    - device -

    engine battery
    subspace field modulator

    - engineering consoles -
    rcs accelerator or +35% shield (i'm a bit confused here, shield or manovrability? i'm also thinking for a +7 engine power or shield power)
    eps flow regulator

    - science consoles -
    multi vector assoult mode
    halon system
    assimilated module

    - tactical consoles -

    phaser relay (x4)

    for boff skills i've:

    - ensign tactical -
    target engines I

    - lieutenant tactical -

    tact. team I
    attack pattern beta I

    - commander tactical -

    tactical team I
    attack pattern beta I
    rapid fire II
    rapid fire III

    - lieutenant engineering -

    emergency power to shield I
    aux. power to structural field I

    - lt. commander science -
    hazard emitters I
    transfer shield strenght II
    photonic shockwave I

    whit ships power levels like this:
    weap: 124
    shield: 59
    engines: 60
    aux: 53
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    -Frank- wrote:
    Ty for all, my new ship build is like this:


    - fore weapons -
    phaser dual beam bank
    phaser dual heavy cannons (x3)

    - aft weapons -
    phaser turret (x3)

    - shields -
    reman shield (i'll put the covariant cap x3 of the station k7)

    - deflector -
    assimilated graviton

    - impulse -

    assimilated subtranswarp


    - device -

    engine battery
    subspace field modulator

    - engineering consoles -
    rcs accelerator or +35% shield (i'm a bit confused here, shield or manovrability? i'm also thinking for a +7 engine power or shield power)
    eps flow regulator

    - science consoles -
    multi vector assoult mode
    halon system
    assimilated module

    - tactical consoles -

    phaser relay (x4)

    for boff skills i've:

    - ensign tactical -
    target engines I

    - lieutenant tactical -

    tact. team I
    attack pattern beta I

    - commander tactical -

    tactical team I
    attack pattern beta I
    rapid fire II
    rapid fire III

    - lieutenant engineering -

    emergency power to shield I
    aux. power to structural field I

    - lt. commander science -
    hazard emitters I
    transfer shield strenght II
    photonic shockwave I

    whit ships power levels like this:
    weap: 124
    shield: 59
    engines: 60
    aux: 53

    Why the DBB up front? Target engines 1 isnt very effective, but if you really want it, use if off an array in the back

    Possible loadouts:

    3 DHC 1 DBB - CRF3 / BOL3 / APB1 (or CRF3 APB2 BOL2 if you dont have a BOL3)
    3 DHC 1 Quantum - CRF3 / HYT3 / APB1
    4 DHC - CRF3 / APB2 / CSV1 / APB1 (I run this setup - Incidentally with a array in back for TSE1)

    Oh, and try Assimilated Engine, Shield, Console with Aegis Deflector (for +5 shield).. Its very effective, just have to run 100-50-25-25 power and 2x EP2S
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Why the DBB up front? Target engines 1 isnt very effective, but if you really want it, use if off an array in the back

    Possible loadouts:

    3 DHC 1 DBB - CRF3 / BOL3 / APB1 (or CRF3 APB2 BOL2 if you dont have a BOL3)
    3 DHC 1 Quantum - CRF3 / HYT3 / APB1
    4 DHC - CRF3 / APB2 / CSV1 / APB1 (I run this setup - Incidentally with a array in back for TSE1)

    Oh, and try Assimilated Engine, Shield, Console with Aegis Deflector (for +5 shield).. Its very effective, just have to run 100-50-25-25 power and 2x EP2S

    think i'll put again the quantum tropedo but i've to modify my skills so;
    3 DHC 1 Quantum for frontal with:

    HYT1
    TAC TEAM 1 / CRF1
    TAC 1 / ATTACK BETA 1 / HYT3 / CRF3

    like this?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    -Frank- wrote:
    think i'll put again the quantum tropedo but i've to modify my skills so;
    3 DHC 1 Quantum for frontal with:

    HYT1
    TAC TEAM 1 / CRF1
    TAC 1 / ATTACK BETA 1 / HYT3 / CRF3

    like this?

    That will work, make sure to use TacInit to maximize the uptime of CRF3/HYT3 - The L1 variants are just for the time between TacInit runs.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    That will work, make sure to use TacInit to maximize the uptime of CRF3/HYT3 - The L1 variants are just for the time between TacInit runs.

    k, but for the eng. consoles what i've to use, eps and?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    -Frank- wrote:
    k, but for the eng. consoles what i've to use, eps and?

    The 35% shield console (think its called Field Generator)
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