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Bortas turret build

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Wow, not one but three. Clever. Look forward to trying them out.

    As far as console slots go, I always thought that it would be a better system to simply assign X amount of console slots to a ship and let the end player setup his ship the way he/she sets up player skills. That would allow MUCH more uniqueness better players and their ships. Never gonna happen though.

    @P-A-T-H-F-I-N-D-E-R, You know they will be 2000c. :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I .... I ..... I ......

    WOW.

    Makes me glad I'm working so much overtime this week. Hoping they are not 2,000 C-points each but fearing they will be.

    I will have to choke on my harsh words and eat crow to buy them. If they go live with these stats, they will be too good to pass up.

    I am curiuos if buying them is a individual purchase or account wide?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Cannon builds have to be quite specific and well planned due to the low damage output of the turrets and their inherently high power consumption (vs damage dealt).

    For example, an Odyssey loaded with 7 turrets and 1 plasma torpedo using:

    Antiproton turrets with crith x2 or x3 . This is mandatory for the antiproton high rate of spike damage almost makes it equal to beam arrays.
    Univ Lt Cmdr (tac): High Yield 1, Volley fire 1, volley fire 2
    LT Tactical: Spread 1, High Yield 2
    CMDR Engineer: Emg to Wep 1, Emg to Shield 2, Emg to shield 3, Directed Energy Modulation 3
    LT Science: science team 1, hazard emitters 2
    Ensign science: polarize hull

    note: you can trade emg to wep 1 for engineering team 1 and sci team 1 for transfer shield strength 1 if you need more tank rather than damage. torp spread 1 can be replaced with tactical team 1 if you just dont want aoe torpedo and prefer the tac team ability.

    you can keep up an insane barrage of aoe fire on a target and once the shields are down you can lob two heavy plasma torpedos into their hull (cycling the plasma high yield nonstop to keep the two high yields activated)..and you have torp spread 1 as a utility backup.

    Requires minimal ship maneuvering as well.

    The problem of course is getting the turrets for this. They can be quite expensive.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Roach wrote: »
    I will have to choke on my harsh words and eat crow to buy them. If they go live with these stats, they will be too good to pass up.

    I am curiuos if buying them is a individual purchase or account wide?

    Should be account-wide as they said some time back that even with changes in the C-store ... ship purchases through the store would remain account-wide.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    warduke73 wrote: »
    Wow, not one but three. Clever. Look forward to trying them out.

    As far as console slots go, I always thought that it would be a better system to simply assign X amount of console slots to a ship and let the end player setup his ship the way he/she sets up player skills. That would allow MUCH more uniqueness better players and their ships. Never gonna happen though.

    @P-A-T-H-F-I-N-D-E-R, You know they will be 2000c. :(

    Yeah ... I know ... which is why I'm currently stocked up with enough points to get four of the six variants .... tapping my fingers trying to figure out how to get the remaining two.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    If I make the attempt, I will get the three BortaSdu' variants but my solo fed toon may be out of luck.

    my poor feddie, he always get ignored....:p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Roach wrote: »
    If I make the attempt, I will get the three BortaSdu' variants but my solo fed toon may be out of luck.

    my poor feddie, he always get ignored....:p

    I've got money set aside for five .... and the three bortaS +1 variants will come first. :)

    Regarding your Fed .. send him an Orion slave girl and she can help him forget the being ignored part. ;)

    Additional ... I have never in my life owned so many game points in anticipation of something. .... Thank Kahless for overtime!!!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I have a question- what will you guys do with your new KDF ships? You load in, you buy it, outfit it... then what?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sprint01 wrote:
    I have a question- what will you guys do with your new KDF ships? You load in, you buy it, outfit it... then what?

    Honestly ... Go out picking fights with Feds in Ody variants over in Ker'rat.

    Ie. Fighting the injustice of Starfleet spawn campers. :D

    After that, taking the war to the Borg and shredding them whenever possible.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Is it just me or is the Sci Variant the clear winner of the only-choose-one crowd no matter the class of captain?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sprint01 wrote:
    I have a question- what will you guys do with your new KDF ships? You load in, you buy it, outfit it... then what?

    You have a very valid point is why I am using my ability or lack of it to be able to get all 3 for 2k C points each to my advantage by not buying any of them since I would come up short. Reason I agree is that even if we were to buy these there is nothing we havent done 1000 times over that would give us any more enjoyment more than ships we already have.

    Pretty much I'm not paying any more money until we get something new to do with these ships. Not trying to stir up trouble with cryptic but thats how its going to be. Possibly if they release something as incentive to play with it maybe I'd be willing just for some customer relations on the matter (as in some kind of kdf content and heck fed too because theres really a lack of both now that everyone is 50 after 3-12 hours of gameplay). All in all something new that can be adaptive like the duty officer system but something with actual game play.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sobekeus wrote: »
    Is it just me or is the Sci Variant the clear winner of the only-choose-one crowd no matter the class of captain?

    The winner is the one that has the extra tactical console. That alone boosts your dps significantly. The other ships just have fluff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sobekeus wrote: »
    Is it just me or is the Sci Variant the clear winner of the only-choose-one crowd no matter the class of captain?

    Its the one I have my eye on.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Roach wrote: »
    Its the one I have my eye on.

    Yeah, that 'Death Grip in Space' definitely caught my eye.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sobekeus wrote: »
    Yeah, that 'Death Grip in Space' definitely caught my eye.

    It is time for me to drag out that animated series episode. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    BTW ... They are already trying to nerf the flagships (the same forum posting nerf-r-us group). And one of the things mentioned so far is the bortaS and its ... you guessed it ... fifth tac console slot.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    BTW ... They are already trying to nerf the flagships (the same forum posting nerf-r-us group). And one of the things mentioned so far is the bortaS and its ... you guessed it ... fifth tac console slot.

    Must be a case of "if we don't have it, it's automatically OP!"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    BTW ... They are already trying to nerf the flagships (the same forum posting nerf-r-us group). And one of the things mentioned so far is the bortaS and its ... you guessed it ... fifth tac console slot.

    As soon as I started reading geko's post I was like yeah right like that is ever going to happen. The funny part is they will make the changes after KDF players like us buy it too which will be the final nail in the coffin. I'm pretty sure the fifth tactical console, sensor analysis, and the 3 consoles will be nerfed from the original format its kind of like the KDF is the punching bag faction they tell us we will be getting all these things but when it comes time those who are below average intelligence who don't know how to fight a smart player will demand that they be nerfed so that they can win. Natural Selection Is Dead!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    BTW ... They are already trying to nerf the flagships (the same forum posting nerf-r-us group). And one of the things mentioned so far is the bortaS and its ... you guessed it ... fifth tac console slot.

    Even when its been pointed out time and again that the 5th tactical console slot is not the version that they need keep an eye on?
    Thats just stupidity in motion and jealousy to fuel it.
    They (feds) have three much better console layouts then we do;
    Advanced Odyssey Cruiser - Shared Stats:
    Weapons: 4 Fore, 4 Aft
    Device Slots: 4
    Bridge Officer Stations: 1 Lieutenant Tactical, 1 Commander Engineering, 1 Lieutenant Science, 1 Ensign Universal, 1 Lieutenant Commander Universal
    Hull Strength: 42,000
    Maximum Warp: 9.996
    Turn Rate: 6
    Impulse Modifier: 0.15
    Shield Modifier: 1.15
    Advanced Quantum Slipstream Drive (doubles standard Slipstream Drive time)

    Odyssey Operations Cruiser:

    Console Upgrades: 2 Tactical, 5 Engineering, 3 Science
    +5 Power to all subsystems
    Advanced Quantum Slipstream Drive (doubles standard Slipstream Drive time)
    Console - Universal - Chevron Separation (you gain a boost to weapons power and increased speed and maneuverability. Chevron pet is similar to the Galaxy saucer)
    This build will be a Tanking beast in the right hands and probally never die, even under multiple focus fire.

    Odyssey Science Cruiser:

    Console Upgrades: 2 Tactical, 4 Engineering, 4 Science
    +10 Power to Shields, +10 Power to Auxiliary
    Sensor Analysis
    Advanced Quantum Slipstream Drive (doubles standard Slipstream Drive time)
    Console - Universal - Work Bees (pets that follow heals and clears eng debuffs, cannot be targetted but can be destroyed w/ aoe, each bee can heal once. Can be cast on you or your ally - including your saucer or Aquarius. Only one set of 4 bees may be deployed at one time)
    This variant will be the same as above, tanky and a good healboat for combat and according to some of the top PvP'ers, the Sensor Analysis will push it over the top in damage output.

    Odyssey Tactical Cruiser:

    Console Upgrades: 3 Tactical, 4 Engineering, 3 Science
    +10 Power to Weapons, +5 Power to Shields, +5 Power to Auxiliary
    Advanced Quantum Slipstream Drive (doubles standard Slipstream Drive time)
    Console - Universal - Aquarius Escort (This pet comes equipped with Quad Phaser Cannons, Phaser Turrets, Quantum Torpedoes, and a Point Defense System)
    This console arraingement is going to be better than the Assault, AHC retrofit and Dreadnought cruisers thanks to that extra Science console slot.
    The Feds are up in arms over nothing again and want of nerf to ours based strictly on hear-say and false comprehension.
    Of course them putting thier noses up everybody elses bussines is what they do best and I am not surprised they jumped on the Nerf-it bandwagon based.
    That fourth Tac slot on the -1 BortaS did nothing to make the vessel OP in PvP (cause PvE doesn't matter- the NPCs can't complain) and it is counter balanced by the single Science slot.
    They whine over nothing again seeking to get an advanatge with thier childish behavior of demanding things change to suit thier desires and parameters of play instead of adapting to the situation and using the three excellent builds they are getting in the +1 Odyssey's.
    Console - Universal - Subspace Snare (allows you to instantly teleport a foe directly in front of you - to be decimated by cannons or your Disruptor Autocannon. 6Km range. Can be blocked by Scattering Field, Attack Pattern Omega, Polarize Hull and Reverse Shield Polarity)
    This is interesting. A snare that is blocked by so many simple abilities yet they can't make the SS jumper console break Tractor beam or target lock when used.......
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    mister_dee wrote:
    Must be a case of "if we don't have it, it's automatically OP!"

    Thats exactly what the case is.
    Misdirected jealousy and a sense of superiority based on them being the "hero" of the genre.
    It'll be a sad thing indeed if the Devs nueter the 5th Tactical slot (especially with that single Sciecne slot) and make the Tac Version of the +1 BortasQu' have a 4tac/4Eng/2Sci or 4tac/5Eng/2Sci set-up, giving the Tac version the same as the Science version or the Engineer version.

    Even the PvP'ers have said that the 5th tactical slot is not a factor in being OP. That OP for these ships will lie in the sensor analysis ability found on both science versions (on such a slow turning set of ships- I think its needed) and in having the ability to stack all three U-consoles on one vessel (which I do not neccassarily agree with)
    They whine over a silly premise to OPness
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Roach wrote: »
    Thats exactly what the case is.
    Misdirected jealousy and a sense of superiority based on them being the "hero" of the genre.
    It'll be a sad thing indeed if the Devs nueter the 5th Tactical slot (especially with that single Sciecne slot) and make the Tac Version of the +1 BortasQu' have a 4tac/4Eng/2Sci or 4tac/5Eng/2Sci set-up, giving the Tac version the same as the Science version or the Engineer version.

    Even the PvP'ers have said that the 5th tactical slot is not a factor in being OP. That OP for these ships will lie in the sensor analysis ability found on both science versions (on such a slow turning set of ships- I think its needed) and in having the ability to stack all three U-consoles on one vessel (which I do not neccassarily agree with)
    They whine over a silly premise to OPness

    Yeah this is why I'm going to choose not to buy them because its no question that they will cater to this crowd of players and make a ship we are required to pay in the sense or relation to real money for that can be deemed nerfed just because we are the 18%. At the least this gives them an opportunity to prove us wrong and not nerf it it being that this is the point where they can "improve the track record with the KDF". Although I have not seen a single action thus far that would or could give us a positive outlook on the view of the KDF being anything other than negative (the recent FE when you play it on the KDF side shows the negative attitude towards the KDF).

    All in all if they want to change my mind on how we perceive their take on improving and building up the KDF from what it has always been if they do nerf this it will pretty much prove everything I've said about the issue in the last few months.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Roach wrote: »
    Thats exactly what the case is.
    Misdirected jealousy and a sense of superiority based on them being the "hero" of the genre.
    It'll be a sad thing indeed if the Devs nueter the 5th Tactical slot (especially with that single Sciecne slot) and make the Tac Version of the +1 BortasQu' have a 4tac/4Eng/2Sci or 4tac/5Eng/2Sci set-up, giving the Tac version the same as the Science version or the Engineer version.

    Even the PvP'ers have said that the 5th tactical slot is not a factor in being OP. That OP for these ships will lie in the sensor analysis ability found on both science versions (on such a slow turning set of ships- I think its needed) and in having the ability to stack all three U-consoles on one vessel (which I do not neccassarily agree with)
    They whine over a silly premise to OPness

    Sensor analysis is useful but you have to understand that it only gives its max 33% bonus after a whole minute has gone by...and it goes away if you change target or get jammed of it target cloaks.

    The extra tac console on the other hand is a permanent big boost to weapon damage.

    Heck, if you think about it and this thread's original discussion topic.. FIVE weapon boosting consoles just might make the turrets hit as hard as a beam array setup :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sensor analysis is useful but you have to understand that it only gives its max 33% bonus after a whole minute has gone by...and it goes away if you change target or get jammed of it target cloaks.

    The extra tac console on the other hand is a permanent big boost to weapon damage.

    Heck, if you think about it and this thread's original discussion topic.. FIVE weapon boosting consoles just might make the turrets hit as hard as a beam array setup :P

    For a whole +2% bonus to power give or take for that 5th slot. Its not that big of a boost and like the 4 Tac slots on the BortaS-1 variant, players are over reacting before the ship is even ingame.

    While Sensor Analysis coupled with Bfaw, which currently does not miss often and can hit cloaked vessels, will be very effective in combat.

    That 5th Tac slot on one KDF flagships is hardly the defining OP flaw of the vessels.

    Its far better for them to release these vessels and let the playerbase use it for a week or two so the "drama" thier design has fostered to die down before they are nerfed into uselessness than to nerf them beforehand without any evidence they are as OP as players are claiming they will be unused and untested.
    Its not like Cryptic can't change them once released to the players and they are actaully found to be OP but it would be nice if they avoided another Quad cannon fiasco and nerf on hear-say.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I BELIEVE Tac consoles buff the base damage. That means that if you do 100 damage, a +25% console increases your damage to 125.

    Which sounds great, except that 100 damage is boosted to 400 damage by weapon power 125... but you are still getting +25 damage from the 25% console.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Zahinder wrote:
    I BELIEVE Tac consoles buff the base damage. That means that if you do 100 damage, a +25% console increases your damage to 125.

    Which sounds great, except that 100 damage is boosted to 400 damage by weapon power 125... but you are still getting +25 damage from the 25% console.

    Aren't multiple of the same tac consoles diminishing returns?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Depends on how you look at it.

    First answer is 'no.'

    Second answer is consider a number of +25% consoles, and base damage 100.
    1 console damage is 125.
    2 consoles damage is 150.
    3 consoles damage is 175.
    4 consoles damage is 200.

    200 is a smaller percent increase from 175 than 100 to 125, but there is no special diminishing returns on the actual console.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Zahinder wrote:
    Depends on how you look at it.

    First answer is 'no.'

    Second answer is consider a number of +25% consoles, and base damage 100.
    1 console damage is 125.
    2 consoles damage is 150.
    3 consoles damage is 175.
    4 consoles damage is 200.

    200 is a smaller percent increase from 175 than 100 to 125, but there is no special diminishing returns on the actual console.

    I'm gonna be honest about that fifth tac console slot .... I'd rather have a sci console slot instead.

    As it stands, it will be one of the places I stick a universal console and have a feeling many others will do the same.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Zahinder wrote:
    Depends on how you look at it.

    First answer is 'no.'

    Second answer is consider a number of +25% consoles, and base damage 100.
    1 console damage is 125.
    2 consoles damage is 150.
    3 consoles damage is 175.
    4 consoles damage is 200.

    200 is a smaller percent increase from 175 than 100 to 125, but there is no special diminishing returns on the actual console.

    Yep. and since its base damage boost it means it also raises the damage that all other damage boosting abilities/stats/skills that are based on it. Again, this is a big reason why escorts have that many tactical slots and outperform damage-wise ships that have equal or just 1 less weapon slot. Try doing beam overload 3 on a target when you have only 2 tac consoles boosting the beam damage..then 3 ..then 4. It goes up a noticeable difference.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Except the consoles affect the weapon skills and not the weapons used.
    So 4 or 5 Disruptor consoles increases my skill level with weapons (only disruptors in this case) and not the disruptors damage output directly.
    Unless they changed how the system works recently.
    Your damage increases because you related skills are higher.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    +1 yep

    Don't plan on flying that Tact at all. Rather be in the Command.

    Also the feds should be looking at the fact that because their consoles are so well placed, they actually have room to run all three uni.
This discussion has been closed.