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Advice on Weapons for B'Rel Retrofit

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    now, I could probably run a t1 ship and do okay in a normal stf at this point, but I ran torpedo/sci in a normal stf in fully cloaked mode.

    my sci layout wasn't optimal (mostly due to my cmdr boff that I use on my hegh'ta), but I even drove off nanites using tractor beam repulsors & had to hull heal frequently, so it isn't like I wasn't up close.

    (I think birds of prey are good for TBR because we can set up our attack runs so quickly.)

    I had chroniton mines, but they are pointless if you run TBR and gravity well for whatever passes for cc in this game.

    edit: TBR has an interesting interaction with enhanced battle cloak. you drop cloak while TBR is active, and then it reengages automatically when the TBR runs out.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Okay, my Sci B'rel (PvE mode)...

    I ran Commander Sci Boff with: TSS1 (in case I am decloaked), Tractor Beam Repulsors 1 (Srsly? This is at this rank?), Photonic Shockwave 1, Grav Well 3 (you can flip PSW & GW if you like)

    Lt.Commander Boff was a Tac with TT1, THY2, TSpread3

    Then Sci with Polarize Hull, Hazard Emitters

    Engineer with EPtS1, Aux to SIF2

    I was constantly around 100% enginers, 100% aux, and minimum in both weapons & shields.

    I was able to do enough damage in my normal mode PUG to get Donatra to agro on me a lot, so it's not like I was bad on DPS.

    Fore torpedoes: Quantum (Vrare Mk XI), Plasma (Vrare Mk XI), Chroniton (Vrare Mk XI), Hargh'Peng Mk XI
    Aft torpedoes: Quantum (Rare Mk XI), Photon (Vrare Mk XI)

    This is probably really bad for PvP, though.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Been trying this build out in PvP and it's pretty sweet, managed to toast an Odyssey in a single pass but I feel like a lemon flying around cloaked waiting for my cool downs to finish so I can alpha again. It's fun though, took a few people by surprise although there was an absolutely mental Defiant retrofit pilot there who handed my *** to me more than a few times.

    I do have a question though, on how a built similar to this may be viable for STF's or PvE in general. Does anyone have much success in these areas with the B'Rel? It's my favourite KDF ship so I really want to fly it over the ugly modern BoP's. Would welcome any suggestions :).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Tim3822 wrote: »
    I do have a question though, on how a built similar to this may be viable for STF's or PvE in general. Does anyone have much success in these areas with the B'Rel? It's my favourite KDF ship so I really want to fly it over the ugly modern BoP's. Would welcome any suggestions :).

    I'd be interested in this too. I generally tend toward builds that are manageable in both PvE and PvP to avoid having to respec all the time, given the steep cost of respecs and such. I kinda like the idea of a B'Rel torpboat, but it seems less than ideal for elite STFs, and more of a one-trick-pony than anything else. I don't mind the idea of picking your targets and being patient and such, I tend to already do that in my Hegh'ta... but I also like to be able to engage for more than a brief window of time before zooming off again to wait for CDs.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Slight segue...

    I imagine my captain saying something like this every time a bio-neural is launched.

    http://www.youtube.com/watch?v=_lN2auTVavw
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    In the Federation Mechanical Intelligences gain citizen status, serve in the government forces, and even get sent on missions that involve Bar Hopping with the Organic lifeforms. In the Klingon Empire we strap them to large explosive devices equipped with engines, armor, shielding, and weapons.

    I'm not sure which course of action is the more reckless.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Tim3822 wrote: »
    Been trying this build out in PvP and it's pretty sweet, managed to toast an Odyssey in a single pass but I feel like a lemon flying around cloaked waiting for my cool downs to finish so I can alpha again. It's fun though, took a few people by surprise although there was an absolutely mental Defiant retrofit pilot there who handed my *** to me more than a few times.

    I do have a question though, on how a built similar to this may be viable for STF's or PvE in general. Does anyone have much success in these areas with the B'Rel? It's my favourite KDF ship so I really want to fly it over the ugly modern BoP's. Would welcome any suggestions :).

    It actually works fine enough even in PVE. You have the luxury of even flying uncloaked because PVE is mindnumbingly easy :cool: Again, you're not minimizing any energy input to weapons, since you do not use Energy Weapons at all, so that energy can be sent to other systems.

    It's even more apparent if you use alot of Sci abilities with your Torpedo Boat. Grave Well 2/3 to bunch up a slew of NPCs and Torp Spread, and / or Bio-Neural Warhead to kill everything off in one swoop. Against the Borg, it can do tremendous amount of damage, most especially since some objectives are unshielded to begin with. Or fly in, Charged Particle Burst, which works pretty well in PVE to weaken shields, then throw all those torpedoes in. It's what you're creative with.

    Between having some mix of High Yield Torp and Torp Spread, as well as weapons that aren't affected by those abilities (Hargh'peng, Breen Cluster, Bio-Neural WH, and mines), you always should have something to throw. Of course, you can cloak up and save everything, charge up your best Attack Patterns, Tac Team, etc. for a huge Alpha Strike.

    Again, just like PvP, the Torpedo Boat will fly very differently. It's not a scrum fighter flying in furballs. You should be making fast slashing attacks in PvE as well as PvP.

    Another plus in PvP is that, if you're harassing the opposing team long enough, they go out of their way to keep an eye on you. Dangerous for you, and you better be on your toes to escape when they try to catch you decloak for a Torp Run. But if there's players so fixed on looking out for you, then that's a plus for your team. They're distracted, if even for a bit, and won't be slamming hard into the other guys on your team if they're staring around the battlefield waiting for you to decloak. It works VERY well in Capture & Hold missions, where I'll do enough to harass a portion of the team and they go out of their way trying to find and scan for me in some backwards corner of the map. Better that than them flying to a fight to swing the battle into their favor with more ships.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    From Tribble Release Notes June 7, 2012.
    "Increased Transphasic Torpedo and Mine shield penetration from 20% to 40%."

    That's a fairly important change down the road, IMO.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Warmaker01 wrote: »
    From Tribble Release Notes June 7, 2012.
    "Increased Transphasic Torpedo and Mine shield penetration from 20% to 40%."

    That's a fairly important change down the road, IMO.

    maybe I will swap my forward chroniton torpedoes for rapid fire transphasic since I have so much sci cc, but the penetration would have to be way higher to really be interesting.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Haven´t played for a few months...

    Played a few rounds this afternoon and found it much more difficult to get through shields. Seems like the Fedballs are getting better with healing eachother, and the shields themselves appear to be much stronger than when I last played.

    Still managed a few kills, but I had to be a lot more selective and precise than I usually am. Pain in the ***. Something has changed, and that makes me a sad klingon.

    ÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖ

    I.K.S. Valkyrja, B'rel Retrofit

    Kills since last loss (repeats not listed): USS Nikola Tesla, USS Excession, USS Orkulus, USS Slughome VI, USS Java, USS Aquila, USS House of Usher, USS Achilles, USS Van Nassau, USS Stalingrad, USS Iron Maiden, USS Anslinger, USS Momus, USS Amaterasu, USS Slovakia, USS Annabell, USS Hyperion, USS Davie, USS Saratoga /A, USS Liberation, USS Accra, USS Majestic, USS Silent, USS Night of Tears, USS Kendall /X, USS Heisenberg, USS Kratos, USS Simple /D, USS Lairds, USS Memento Mori, USS Cyclone /S, USS Astartes, USS November, USS Bastogne, USS Zeal, USS Feelgood, USS Flying Dutchman, USS Clunge Gunge, USS Excalibur 1 /D, USS Pico /NX, USS Ursus 1, USS Ghost Chili, USS Advanced, USS Vallient, USS Addo of Nex, USS N.B.A., USS Astraea, USS Defiance, USS Seshomaru, USS Hors-Service, USS Login Sin, USS Dortmund, USS James Maxwell, USS Ranger, USS Zeus, USS Vendetta, USS Fontainebleau, USS Colt, USS Edna, USS Ticonderoga, USS Acid Rain, USS Hell Strike, USS Thule, USS Eleanor II, USS Umbrella, USS McHaggis IX, USS Ithaca, USS Leonard Wood, USS Atlantis, USS Warpstorm
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    For STFs, I've been having a lot of fun with...
    Commander: Polarize Hull, TBR1, GW1, Photonic Shockwave 3
    Lt Commander: TT1, Torpedo Spread 2, Torpedo Spread 3
    Lieutenant: Torp HY 1, Torp HY 2
    Lieutenant: Engineering Team 1, Aux to SIF 2

    Yes, I get blown up on occasion, but meh. I could swap my Engineering boff for a Sci Lieutenant for a Haz Emitters, but meh.

    I wish I had more slots for Torpedoes... I currently run:

    Fore: Hargh'peng, Plasma, Photon, Quantum
    Aft: Tricobalt, Photon
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    For STFs, I've been having a lot of fun with...
    Commander: Polarize Hull, TBR1, GW1, Photonic Shockwave 3
    Lt Commander: TT1, Torpedo Spread 2, Torpedo Spread 3
    Lieutenant: Torp HY 1, Torp HY 2
    Lieutenant: Engineering Team 1, Aux to SIF 2

    Yes, I get blown up on occasion, but meh. I could swap my Engineering boff for a Sci Lieutenant for a Haz Emitters, but meh.

    I wish I had more slots for Torpedoes... I currently run:

    Fore: Hargh'peng, Plasma, Photon, Quantum
    Aft: Tricobalt, Photon

    Out of curiousity since you're using Photonic Shockwave 3. I have PSW1 and notice no noticeable effects in PVP. For skills, I have Graviton Gen and Particle Gen at 9 levels, and Starship Subspace Decompiler at 6 levels. I also have Graviton and Particle Generators (1 a piece) for Science Console slots. I also have a Graviton Deflector Array that provides +18 Starship Graviton Gen and Subspace Decompiler, as well as 8.8 Particle Gen. I fly with Aux throttled up to max and sometimes use Aux Battery, and use PSW1 within 3km of the target. And still I notice no delaying or stunning effects on the target. What am I doing wrong?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I haven't done PvP with that, so take it with a grain of salt.

    I run psw3 because gw3 would be superfluous. the cool down makes 2 grav well slots kind of worthless.

    usually, it's tbr or psw3 followed by an immediate gw. the psw doesn't have any shared cool down, so I bump and snare. or, it is kinetic dps, although I really need a parser. grav well, torpedo spread, psw3 up close, polarize/evasive out.

    now I could swap commander sci and Lt commander tactical for the inverse with commander tactical and Lt commander sci to pick up apo3, but I am sci and my goal is not to steal agro (though I do on occasion).

    I'd probably run gw1 on sci, and apo3 on a tac for PvP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Just posting to update my kill-list, and let folks know the PVP retrofit is still alive.

    Ran some STF and Borg Invasions just now, and it bears mentioning: The B´rel torpedo boat absolutely lays waste to the Vessels (number) of (number), and totally crushes Tac Cubes.

    ÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖÖ

    I.K.S. Valkyrja, B'rel Retrofit

    Kills since last loss (repeats not listed): USS Nikola Tesla, USS Excession, USS Orkulus, USS Slughome VI, USS Java, USS Aquila, USS House of Usher, USS Achilles, USS Van Nassau, USS Stalingrad, USS Iron Maiden, USS Anslinger, USS Momus, USS Amaterasu, USS Slovakia, USS Annabell, USS Hyperion, USS Davie, USS Saratoga /A, USS Liberation, USS Accra, USS Majestic, USS Silent, USS Night of Tears, USS Kendall /X, USS Heisenberg, USS Kratos, USS Simple /D, USS Lairds, USS Memento Mori, USS Cyclone /S, USS Astartes, USS November, USS Bastogne, USS Zeal, USS Feelgood, USS Flying Dutchman, USS Clunge Gunge, USS Excalibur 1 /D, USS Pico /NX, USS Ursus 1, USS Ghost Chili, USS Advanced, USS Vallient, USS Addo of Nex, USS N.B.A., USS Astraea, USS Defiance, USS Seshomaru, USS Hors-Service, USS Login Sin, USS Dortmund, USS James Maxwell, USS Ranger, USS Zeus, USS Vendetta, USS Fontainebleau, USS Colt, USS Edna, USS Ticonderoga, USS Acid Rain, USS Hell Strike, USS Thule, USS Eleanor II, USS Umbrella, USS McHaggis IX, USS Ithaca, USS Leonard Wood, USS Atlantis, USS Warpstorm, USS Andromeda, USS Nefarious /E, USS Ranger IV, USS Hellcat-Escort, USS Seeker, USS Barael's Blade, USS Salerna, USS Nova
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    ^ Any new weapon/console/Bridge officer setup in your system?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Professoor wrote: »
    ^ Any new weapon/console/Bridge officer setup in your system?

    No. Switched back to using Viral Matrix instead of scramble sensors. But that's all. I would like to add that Rule 62 console, but I sure as **** won't been paying to open any lockboxes, so oh well.

    edit: Just jumped in and snagged a few new escort carriers for my killboard. :)

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Fresh meat, huh? :cool:

    Oh, I had to check and make sure none of the ships from my poor Fed alt were on the kill list.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I just added a section on the B'rel Retrofit page at the STO Wiki dedicated to the torpedo boat B'rel.

    I've never done a wiki entry before, so please head on over and edit it mercilessly, please.

    Question for Redstar_swe: Does Grav Well damage your targetable torpedos when it is in effect? How effective has Grav Well been at immobilizing targets for you (Mainly keeping the same shield facing your direction)?

    Also, have you had any luck using Tachyon Beam to weaken the shields a little? If so, how did it work?

    I am considering moving my Science officer into the Commander slot, but want to get the facts before I go getting rid of APO3.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I use high yield plasma and tricobalt on nanite clumps that I have grav welled. there is no interference.

    the issue usually is a trade off between dealing damage (fire at closer range) and escaping damage from the splash and the ball of enemies.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I use high yield plasma and tricobalt on nanite clumps that I have grav welled. there is no interference.

    the issue usually is a trade off between dealing damage (fire at closer range) and escaping damage from the splash and the ball of enemies.

    Splash damage LOL, I've killed myself in my B'Rel TB when I was still close to a cruiser when it got destroyed with my Bio-Neural. Killed by my own torp. But I didn't get a double kill according to the scoreboard :cool:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Warmaker01 wrote: »
    Splash damage LOL, I've killed myself in my B'Rel TB when I was still close to a cruiser when it got destroyed with my Bio-Neural. Killed by my own torp. But I didn't get a double kill according to the scoreboard :cool:

    That's probably a good "rule of thumb" for B'rel captains: If you haven't killed yourself with a Tricobalt device, Bio-neural, or Plasma torpedo, you really haven't been trying very hard.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Here's my current BOFF setup:
    Commander: Tactical Team 1, Torpedo: High Yield 2, Torpedo: High Yield 3, Attack Pattern: Omega 3
    Lt. Commander: Jam Sensors 1, Hazard Emitters 2, Tachyon Beam 3
    Lt: Tactical Team 1, Torpedo: Spread 2
    Lt: Engineering Team 1, Aux to SIF 1

    I've read recently about how much crazy damage you can do with Feedback Pulse 3 and tactical officer buffs.

    I'm thinking of swapping the Commander and Lt. Commander positions, but now I'm trying to figure out how I can keep a copy of THY3 and still have an anti-hold ability. The only thing I can think of is:
    Commander: Jam Sensors 1, Hazard Emitters 2, Tachyon Beam 3, Feedback Pulse 3
    Lt. Commander: Tactical Team 1, Torpedo Spread 2, Torpedo: High Yield 3
    Lt: Engineering Team 1, Aux to SIF1
    Lt: Polarized Hull 1, Hazard Emitters 2

    Thoughts? I know Jam Sensors 1 doesn't seem all that useful, but it's nice to be able to begin draining my target's shields without them firing back at me as well as buffing just before I attack. Also, hitting them before they know what's coming.

    Or, should I drop Jam Sensors 1 and put in Polarize Hull 1 and keep one of the Lt. stations as Tactical?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Shook-Yang wrote:
    Here's my current BOFF setup:
    Commander: Tactical Team 1, Torpedo: High Yield 2, Torpedo: High Yield 3, Attack Pattern: Omega 3
    Lt. Commander: Jam Sensors 1, Hazard Emitters 2, Tachyon Beam 3
    Lt: Tactical Team 1, Torpedo: Spread 2
    Lt: Engineering Team 1, Aux to SIF 1

    I've read recently about how much crazy damage you can do with Feedback Pulse 3 and tactical officer buffs.

    I'm thinking of swapping the Commander and Lt. Commander positions, but now I'm trying to figure out how I can keep a copy of THY3 and still have an anti-hold ability. The only thing I can think of is:
    Commander: Jam Sensors 1, Hazard Emitters 2, Tachyon Beam 3, Feedback Pulse 3
    Lt. Commander: Tactical Team 1, Torpedo Spread 2, Torpedo: High Yield 3
    Lt: Engineering Team 1, Aux to SIF1
    Lt: Polarized Hull 1, Hazard Emitters 2

    Thoughts? I know Jam Sensors 1 doesn't seem all that useful, but it's nice to be able to begin draining my target's shields without them firing back at me as well as buffing just before I attack.

    Or, should I drop Jam Sensors 1 and put in Polarize Hull 1 and keep one of the Lt. stations as Tactical?

    Just a tidbit of opinion with the B'Rel Torpedo Boat and a heavy reliance on FB3, and specifically your BOFF selection. The basic premise of FB requires something shooting at you, the more the merrier. If you're running a traditional B'Rel Torp Boat and trying to maximize the use of the Enhanced Battle Cloak, you're wasting the benefits of the B'Rel's special cloak. Not saying FB will not work at all, but it's a bit of a contradiction on a B'Rel.

    Also, if you intend to get shot at alot and have FB running, you might need some more abilities to buff your shielding.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I would not drop jam sensors, as it is one of your best gtfo abilities.

    I recently dropped aux2sif and went w/ emergency power to engines. This with jam sensors and evasive maneuvers puts me at well over 200 speed if I pop a battery. Pretty much gets you out of anything as long as you have your other anti-debuff stuff. Personally I run jam sensors 2 for that extra duration.

    It's more of a failed alpha thing though. You use it after your stuff hits, in case they are somehow still alive (Trico got popped early).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Warmaker01 wrote: »
    Just a tidbit of opinion with the B'Rel Torpedo Boat and a heavy reliance on FB3, and specifically your BOFF selection. The basic premise of FB requires something shooting at you, the more the merrier. If you're running a traditional B'Rel Torp Boat and trying to maximize the use of the Enhanced Battle Cloak, you're wasting the benefits of the B'Rel's special cloak. Not saying FB will not work at all, but it's a bit of a contradiction on a B'Rel.

    Also, if you intend to get shot at alot and have FB running, you might need some more abilities to buff your shielding.
    Very valid points.

    I had heard that, with Attack Pattern Alpha, Go Down Fighting, and Tactical Initiative can boost the amount of damage reflected back at the attacker to 200% of the damage received. Sometimes killing the attacker very quickly.

    I figured, this would be great to counter someone trying to attack me while I was in the middle of attacking someone else. If it kills them as quickly has some have claimed, that is....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Kolbrand wrote:
    I would not drop jam sensors, as it is one of your best gtfo abilities.

    I recently dropped aux2sif and went w/ emergency power to engines. This with jam sensors and evasive maneuvers puts me at well over 200 speed if I pop a battery. Pretty much gets you out of anything as long as you have your other anti-debuff stuff. Personally I run jam sensors 2 for that extra duration.

    It's more of a failed alpha thing though. You use it after your stuff hits, in case they are somehow still alive (Trico got popped early).
    I usually only find myself running away when I've been forcibly decloaked, my shields are almost gone, and I'm out of hull heals.

    I usually use Jam Sensors for my alpha strike, not for running away.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Shook-Yang wrote:
    I usually only find myself running away when I've been forcibly decloaked, my shields are almost gone, and I'm out of hull heals.

    I usually use Jam Sensors for my alpha strike, not for running away.

    Even if you aren't running, it is better to hold off on using JS until after your hits. First because you get more uptime on the ability (your torp hits pretty much end it), and second, because it's better for them to try and target you than your torpedoes. If you hit JS on the attack run, all they have to shoot at is your Trico or bioneural, and it greatly increases the chance that when they mash fire all, your torpedo will be targetted and shot down.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Kolbrand wrote:
    Even if you aren't running, it is better to hold off on using JS until after your hits. First because you get more uptime on the ability (your torp hits pretty much end it), and second, because it's better for them to try and target you than your torpedoes. If you hit JS on the attack run, all they have to shoot at is your Trico or bioneural, and it greatly increases the chance that when they mash fire all, your torpedo will be targetted and shot down.

    Temporarily coming out of the B'Rel's Enhanced Battlecloak to fire torpedoes and abilities, and exposing your unshielded hull so that your targettable torpedoes get a far better chance of hitting the target.

    It's a fun way of life! Not for the faint of heart. :cool:

    Stuff like Polarize Hull is nice when you're anticipating getting shots hitting you as you deliver your torpedo run.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Warmaker01 wrote: »
    Temporarily coming out of the B'Rel's Enhanced Battlecloak to fire torpedoes and abilities, and exposing your unshielded hull so that your targettable torpedoes get a far better chance of hitting the target.

    It's a fun way of life! Not for the faint of heart. :cool:

    Yup. You can't spell KLINGON without, um...BALLS.

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Feds have everything better and nicer. But we are tougher.
This discussion has been closed.