Ok, I will be honest, after playing forever on a Federation Character, I started working on a Klingon Character. I mean, I am all for playing both factions, and I love the design of the Klingon ships in the different ST series.
But I have to say, the klingon ships in STO are terrible. Even doing the episodes missions I feel I die way to easy. I have a K't"inga Battle Cruiser ("upgraded" from the Bird of Prey you get at the begining) and it packs no punch and has a terrible turn radius. Is this the best I am going to get or can I improve my ship some how?
I wonder what your doing wrong,
Its not the ship. Are you perhapes playing on Elite level? Are you remebering to put power to weapons instead of leaving it balanced?
The Tier 3 Battlecruiser is one of the easiest ships to fly in the Klingon arsenal with a ballanced BOFF layout the ability to mount dual cannon armerment forward, and have 4 weapon mounts forward, and a turn rate which is only barely surpassed by Federation science ships and is far and away better then that of any federation cruiser.
Power up your weapons, point the nose of your ship at the enemy and kill them. Mount an RCS console or two to improve your trun rate. Leave the Torpedo's at home, you do not need them. Mount 4 dual cannon forward and 2 turrets aft. You do not want to use dual heavys with an all connon and turret layout as you will drain weapons power sufficiently fast as to cause a reduction in your damage output.
Your Lt at Tactical you want to have tactical team 1 and cannon rapid fire 2
your Lt at Science you want to have Hazard emitters 1 and Science Team 2
You Lt Commander Engineer you want to have emergency power to shields 1 and engineering team II along with eject warp plasma.
For your remaining BOFF I suggest either emergency power to engines or Auxuilury so you can either move faster or buff your turn mode for a few seconds.
Your battlecruiser is a pure gun ship..your mission is attack, attack, and keep on attacking aggressivly untill no enemies remain. Tactical team will allow you to rebalance your shields automatically for a few seconds so that no one shileld gets blown through. Energency power to shields and Science team to repair/reinforce shoields. Engineering team to repair hull. Hazard emitters to put out plasma fires and grant a hull repair buff. Eject warp plasma to imobilze enemies and cause them damage, Power priorities are max power to weaponsaand balance the rest as you see fit.
You will find that once you have learned this ships and what it can do no AI ship will be able to stand against you in single combat, nor will many Federation ships in PvP..
There is a reason you dont see much tier 3 PvP and the K'tinga is a major cause of it.
Enjoyment of all things KDF
Time to learn the ropes and a whole lot of patience.
After a while of no new stuff to do you will get to know your vessels like the back of your own hand.
Are you an Engineering character? If not, you lose a lot of your defensive capabilities. Tactical captains should really stick to BoPs or Raptors. Science officers can sometimes pull off cruisers, with their extra shield-healing buffs, but are still better suited to BoPs or dedicated science ships.
Are you an Engineering character? If not, you lose a lot of your defensive capabilities. Tactical captains should really stick to BoPs or Raptors. Science officers can sometimes pull off cruisers, with their extra shield-healing buffs, but are still better suited to BoPs or dedicated science ships.
This is not correct.
At the lower tiers it dosn't really matter WHAT ship you fly..
Tactical Engineer, Science.. doesn't mater.. All bring powers and strengths to the the ships..
Remember that Captains abilities only add 4-5 specal abilities.. Everything else comes from your bridge Officers, and how you have configured the ship. And at Commander Level the players character just doesn't bring that much.
Trust the guy who been playing KDF since Beta..
One of my lead characters is a Science Capatin that commands a Vor'cha refit... and does just fine...
Including in PvP where i give as good as I get in spite of not having any sort of fancy macro programmable keyboard or uber mouse controller, and being a slow and inaccurate typist. Any type of captain can do very well in any ship. Only in PvP do you want to do things with such a tight focus and even then... its not absolutly needed. This is not World fo Warcraft. The role of any ship is entirely dependent on the what the player wants to do, The build I posted above for a K'tinga is usable by any class of Captain. A TAC will cause more damage with the use of attack pattern Alpha and fire on my mark. SCI's will be able to debuff a target and generally make it harder for the enemy to do thier job. An ENG will be able to buff thier own ship and switch up in the middle of battle to repair shields and hull through the use of special abilities.
There is a lot more you can do with a starship then most players realize..
Are you an Engineering character? If not, you lose a lot of your defensive capabilities. Tactical captains should really stick to BoPs or Raptors. Science officers can sometimes pull off cruisers, with their extra shield-healing buffs, but are still better suited to BoPs or dedicated science ships.
Comments
But really just tell us all what boff abilities you are using and what weapons, and we can tell you where to go from there.
Its not the ship. Are you perhapes playing on Elite level? Are you remebering to put power to weapons instead of leaving it balanced?
The Tier 3 Battlecruiser is one of the easiest ships to fly in the Klingon arsenal with a ballanced BOFF layout the ability to mount dual cannon armerment forward, and have 4 weapon mounts forward, and a turn rate which is only barely surpassed by Federation science ships and is far and away better then that of any federation cruiser.
Power up your weapons, point the nose of your ship at the enemy and kill them. Mount an RCS console or two to improve your trun rate. Leave the Torpedo's at home, you do not need them. Mount 4 dual cannon forward and 2 turrets aft. You do not want to use dual heavys with an all connon and turret layout as you will drain weapons power sufficiently fast as to cause a reduction in your damage output.
Your Lt at Tactical you want to have tactical team 1 and cannon rapid fire 2
your Lt at Science you want to have Hazard emitters 1 and Science Team 2
You Lt Commander Engineer you want to have emergency power to shields 1 and engineering team II along with eject warp plasma.
For your remaining BOFF I suggest either emergency power to engines or Auxuilury so you can either move faster or buff your turn mode for a few seconds.
Your battlecruiser is a pure gun ship..your mission is attack, attack, and keep on attacking aggressivly untill no enemies remain. Tactical team will allow you to rebalance your shields automatically for a few seconds so that no one shileld gets blown through. Energency power to shields and Science team to repair/reinforce shoields. Engineering team to repair hull. Hazard emitters to put out plasma fires and grant a hull repair buff. Eject warp plasma to imobilze enemies and cause them damage, Power priorities are max power to weaponsaand balance the rest as you see fit.
You will find that once you have learned this ships and what it can do no AI ship will be able to stand against you in single combat, nor will many Federation ships in PvP..
There is a reason you dont see much tier 3 PvP and the K'tinga is a major cause of it.
Welcome to the KDF,
Time to learn the ropes and a whole lot of patience.
After a while of no new stuff to do you will get to know your vessels like the back of your own hand.
This is not correct.
At the lower tiers it dosn't really matter WHAT ship you fly..
Tactical Engineer, Science.. doesn't mater.. All bring powers and strengths to the the ships..
Remember that Captains abilities only add 4-5 specal abilities.. Everything else comes from your bridge Officers, and how you have configured the ship. And at Commander Level the players character just doesn't bring that much.
Trust the guy who been playing KDF since Beta..
One of my lead characters is a Science Capatin that commands a Vor'cha refit... and does just fine...
Including in PvP where i give as good as I get in spite of not having any sort of fancy macro programmable keyboard or uber mouse controller, and being a slow and inaccurate typist. Any type of captain can do very well in any ship. Only in PvP do you want to do things with such a tight focus and even then... its not absolutly needed. This is not World fo Warcraft. The role of any ship is entirely dependent on the what the player wants to do, The build I posted above for a K'tinga is usable by any class of Captain. A TAC will cause more damage with the use of attack pattern Alpha and fire on my mark. SCI's will be able to debuff a target and generally make it harder for the enemy to do thier job. An ENG will be able to buff thier own ship and switch up in the middle of battle to repair shields and hull through the use of special abilities.
There is a lot more you can do with a starship then most players realize..
See you out there..
I beg to differ.
I second that emotion. I would honestly flip what he said if anything.