It's just straight Kinetic Damage, I use it on my D'kora..
I'll have to test for spread and high yield (to which I think it works with high yield)
Only the straight +Torp Damage console and the Console 62 (Also a Ferengi item) buffs the damage. I believe mine is just under 3k, I'll to log to check... it does basically no damage to shields in exchange for it being an "antique"
That's still pretty cool though, esp if spread and high yield work with it. The build I have in mind doesn't use torps for the major damage anyway, so having two 180s firing constantly is just gravy. Deadly gravy.
That's still pretty cool though, esp if spread and high yield work with it. The build I have in mind doesn't use torps for the major damage anyway, so having two 180s firing constantly is just gravy. Deadly gravy.
yea number was way off lol... its just under 1.4k.. but it fires a lot.. sometimes the 2nd one fires before first even lands.. I have the DPS clocked at 537.8 atm
Rarely have I been this enthusiastic about a new cash store ship, having said "nah" to everything from the Odyssey to the Armitage.
But this one caught my attention mostly because I have not bought a z-store ship before and I have always been facing the "not enough tac slots" issue in Fed cruisers.
I am probably going to put the torpedo and the metreon gas console on my Fleet Patrol Escort which is my preferred tactical combatant.
On normal whales with only 2 tac powers I get around this limitation by using 3 pink quality Technicians and spamming Auxiliary to Battery 1 to reduce the tactical power cooldown from 30s to about 10s for CRF1. Remember CRF starts cooling down the moment you activate the power? Aux2Batt acts both to reduce the CD by 10s and also boosts weapon power immediately upon activation.
I also notice that with A2B1 I do not need to have duplicates of RSP or EPTS3, as the cooldowns for them are greatly reduced as well.
This is my prototype build which will hopefully be tested alongside other Regent captains tomorrow morning: -
I intend to run the ship without any torpedoes and 4 beams and 4 cannons, on an Engineering character (to deal with obvious power drain issues). Aux2Batt1 will allow me to spam FAW, HY2, TT1 and CRF with practically double the speed, so no need for Blue Conn Officers or weapon cooldown doffs.
Note: if -really- running with no torpedoes then replace HY2 with something else, probably APB1.
I am undecided on EPTW1 because Aux2Batt boosts weapons, shields and engines simultaneously acting like EPTW1.5 by itself, but without the 10% damage boost.
Emergency to Auxiliary is something that I use on other ship builds to temporarily boost healing powers. I am also a bit leery about using the Universal slot for an Engineering boff as I really have no use for 3 Engineering Ensign powers, and the lack of science powers means no useful TSS1 and HE2 or PH1 and repulsors which are useful for damage resistance and saving PUG Elites respectively.
I only just stumbled onto this very resourceful thread but if anyone's interested I setup a "Regent Class Development" chat channel to see if anyone else wants to fly with or challenge other Regent class builders tomorrow.
Rarely have I been this enthusiastic about a new cash store ship, having said "nah" to everything from the Odyssey to the Armitage.
I get around that limitation by using 3 pink quality Technicians and spamming Auxiliary to Battery 1 to reduce the tactical power cooldown from 30s to about 10s for CRF1. I also notice that with A2B1 I do not need to have duplicates of RSP or EPTS3, as the cooldowns for them are greatly reduced as well.
This is my prototype build which will hopefully be tested alongside other Regent captains tomorrow morning: -
I intend to run the ship without any torpedoes and 4 beams and 4 cannons, on an Engineering character (to deal with obvious power drain issues). Aux2Batt1 will allow me to spam FAW, HY2, TT1 and CRF with practically double the speed, so no need for Blue Conn Officers or weapon cooldown doffs.
[/URL]
This is an interesting build as well. I've never thought about builds that use Doffs to make up for those kinds of shortfalls (since they're pretty costly most of the time).
Makes you think that those folks whining about how consoles are always boring damage boosters might be missing the forest for the trees. The "exotic effects" they want are in your Doff choices.
It is true that Pink Technicians are very expensive if you buy ala carte from exchange but if you have done 1 or 2 Colony Chain doff missions you should have an over-supply of Pink Techs.
IIRC it took me only 7-8 days to run each Colony Chain and for new characters I usually do two Star Clusters at once - B'Tran and Delta Volanis.
On completion of the CCs I will have two Blue Technicians but repeating the Colony Renown mission and getting a critical will give me a pink Tech as a reward.
On my current mains I simply repeated B'Tran renown about 5 times to get 4 Pink Techs named Ten of Ten. Each Renown only takes 4 hours so by the time I finished getting my STF ship sets (always 2x Omega XI and MACO XII shield) there are plenty of Technicians in stock.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
Does anyone else find it mildly disturbing that the Doff system has basically introduced slavery into both the Federation and the KDF (assuming the KDF didn't already have it -Orions and all)?
Here we are, all talking casually about buying and selling people in an auction house, trading them from owner to owner and crowing when we get a particularly good specimen with unique skills.
Sure they're not real people or anything, but given some far-off plans for STO to start representing Doffs on your ship interior and such, they may someday have more "humanity" than we're comfortable with...
Always felt that way for months, and I even posted in the Duty Officers feedback board that "it is against Starfleet regulations to use the EMH as a gladiator in Unsanctioned Combat Arenas".
Furthermore before Season 6 I would instantly discard or replace any White duty officer that comes on board leading rise to claims of racism against un-coloured doffs
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
But we are not buying or selling people. We are buying and selling the opportunity to employ them. They of course get a salary (of some kind, not necessarily money) from Starfleet or the KDF, it is just a question where exactly they should earn it.
Or local protests when I indiscriminately send Jem'Hadar officers to conduct "diplomatic negotiations" on worlds that were nearly conquered by the Dominion last century.
They get criticals like nobody's business
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
I am probably going to put the torpedo and the metreon gas console on my Fleet Patrol Escort which is my preferred tactical combatant.
I'm not sure about the torpedo but the console, at least in the blog, says it can only be used on the Assault Cruiser or the Retrofit that it comes on. Sorry to to the bearer of bad news. I think a lot of players were thinking of moving the console to other ships. I can't see why this can't be an ability (like the Guramba, Excelsior, Galaxy-X) if the console can't be used on other non Assault Cruiser ships.
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put the wide angle torp in back, and if you happen to have the ferengi rapid fire torps from the lobi store when the ferengi lockboxes were active.... means you could have a 6 beam/2 projectile broadsides...
you know one of those torps on a HEC with torp spread would make an utterly awesome displayed when used with the torpedo defense console due to the massive targeting area of both.
the ferengi missile launcher, with a purple projectile officer that reduces cooldown pretty much guaranteed with its special proc that your firing a constant stream of low powered but numerous projectiles.
I'm not sure about the torpedo but the console, at least in the blog, says it can only be used on the Assault Cruiser or the Retrofit that it comes on. Sorry to to the bearer of bad news. I think a lot of players were thinking of moving the console to other ships. I can't see why this can't be an ability (like the Guramba, Excelsior, Galaxy-X) if the console can't be used on other non Assault Cruiser ships.
I not sure If we are reading the same blog but I will Quote a line " This launcher can be equipped on any starship, but you may only equip one." So not sure where your getting that it cannot be used on other non Assault Cruisers?
@asmodyus: The reference was to the Metreon console, which can be used only on the Assault Cruiser classes. The wide angle torp can be used on any ship.
EDIT: I will buy this ship for the torpedo launcher. I can buy it take the launcher, equip it on every ship I have for my Tac and Eng toons, then discharge the Regent. Rinse and repeat. I just hope it has good specs.
I intend to run the ship without any torpedoes and 4 beams and 4 cannons, on an Engineering character (to deal with obvious power drain issues). Aux2Batt1 will allow me to spam FAW, HY2, TT1 and CRF with practically double the speed, so no need for Blue Conn Officers or weapon cooldown doffs.
Note: if -really- running with no torpedoes then replace HY2 with something else, probably APB1.
BTW -- you have 2 powers listed in the Ensign slot above. Sorry to be the bearer of bad news.
Formerly Known as Protector from June 2008 to June 20, 2012
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
Also, it looks like they nerfed the damage, at least compared to a Mk XI Quantum [Borg]. That may make Torp High Yield more attractive, or beams more attractive depending on your willingness to use the launcher.
Looks like a similar set-up to the Excelsior Retro-fit in terms of BOFF layout, just you have a universal Lt. on the Sovy instead of a science station and Tac ensign instead of engineering ensign.
Anyone use the ship yet? Curious as to how effective the console/torp launcher are. I love my Excelsior but getting bored of flying it so was thinking about checking this ship out.
Fleet action and Elite STF tested, with multiple Regents accompanied by an MVAE, a Galaxy R and a space whale.
The Regents outgunned and outflew all the Fed cruisers easily and we kept up with the MVAE with Attack Patterns Alpha and Omega + Aux2Batt1 engine boost, which gave us a combat turnrate of 20+ degrees per second. The Regent is -very- fast and handles spectacularly well, almost like a Klingon Vor'Cha in agility.
The wide angle quantum launcher is the perfect accompaniment to line-of-battle "broadside" combat and you can do very nice formation strafing attacks with massed beams and broadside torpedo shots at maximum range. The damage may be nerfed but with the torpedo spread and salvo skills, they are still quite devastating!
The Riker Manuver is very impressive visually but tactically you need to get used to handling it as it has a tendency to prematurely detonate if you're the sort to FAW everywhere
As an area interdiction weapon with detonation option it's a very good 'bomber' type skill. I'd imagine if you do the trick of putting mines in your 'smokescreen' you can give nasty surprises esp with the metreon detonation effect.
All in all, I bought it for the LTC Tactical slot but the ship gave me much much more. Lots of neat discussions in my Regent Class channel and with random encounters outside ESD too, and a lot were getting interested in the ship after watching it in combat due to the sheer speed of my build which is finalized as:
After combat testing I decided to reinstate the science officer and use ST1 instead of ES1 for team shield heals. Somehow works better overall as a tac-heavy config without sci is very short on constant shield regenerative power (TSS) and the ability to 'reboot' all shield facings (ST) is an option I find essential for some combat situations.
STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.
Fleet action and Elite STF tested, with multiple Regents accompanied by an MVAE, a Galaxy R and a space whale.
The Regents outgunned and outflew all the Fed cruisers easily and we kept up with the MVAE with Attack Patterns Alpha and Omega + Aux2Batt1 engine boost, which gave us a combat turnrate of 20+ degrees per second. The Regent is -very- fast and handles spectacularly well, almost like a Klingon Vor'Cha in agility.
The wide angle quantum launcher is the perfect accompaniment to line-of-battle "broadside" combat and you can do very nice formation strafing attacks with massed beams and broadside torpedo shots at maximum range. The damage may be nerfed but with the torpedo spread and salvo skills, they are still quite devastating!
The Riker Manuver is very impressive visually but tactically you need to get used to handling it as it has a tendency to prematurely detonate if you're the sort to FAW everywhere
As an area interdiction weapon with detonation option it's a very good 'bomber' type skill. I'd imagine if you do the trick of putting mines in your 'smokescreen' you can give nasty surprises esp with the metreon detonation effect.
All in all, I bought it for the LTC Tactical slot but the ship gave me much much more. Lots of neat discussions in my Regent Class channel and with random encounters outside ESD too, and a lot were getting interested in the ship after watching it in combat due to the sheer speed of my build which is finalized as:
After combat testing I decided to reinstate the science officer and use ST1 instead of ES1 for team shield heals. Somehow works better overall as a tac-heavy config without sci is very short on constant shield regenerative power (TSS) and the ability to 'reboot' all shield facings (ST) is an option I find essential for some combat situations.
So is the extra TAC BO Power you can use that much more effective? Because honestly the more I look at this side by side with the standard Sovy, the only thing you pick up is one extra BO power in the Tac slot and the option to slot Eng/Tac instead of Sci in the universal where as on the regular Sovy you get the Lt. Sci. Honestly that's a wash to me on the universal because a ship w/o those two science powers is going to have a little less survivability.
I'm trying to justify spending the money basically just to get the torpedo launcher and a new ship skin, because side by side it doesn't look like there is a whole lot of difference. Hull, shields, turn rate are all the same as far as I can tell. Console layout is the same, etc. As for the torpedo launcher, does it function with HY and TS?
Can the metreon gas console be put on the Mirror Star Cruiser?
nope
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"We are the Perfect World. Life as you know it is over. We will add your monetary distinctiveness to our own. Your player base will adapt to service us. Resistance is Futile."
Thanks for the screen shots. Anyone know what the (base) DPS is for the MKXII Borg Quantum Torpedoes? I'd like to see how different they are from one another.
Comments
That's still pretty cool though, esp if spread and high yield work with it. The build I have in mind doesn't use torps for the major damage anyway, so having two 180s firing constantly is just gravy. Deadly gravy.
yea number was way off lol... its just under 1.4k.. but it fires a lot.. sometimes the 2nd one fires before first even lands.. I have the DPS clocked at 537.8 atm
But this one caught my attention mostly because I have not bought a z-store ship before and I have always been facing the "not enough tac slots" issue in Fed cruisers.
I am probably going to put the torpedo and the metreon gas console on my Fleet Patrol Escort which is my preferred tactical combatant.
On normal whales with only 2 tac powers I get around this limitation by using 3 pink quality Technicians and spamming Auxiliary to Battery 1 to reduce the tactical power cooldown from 30s to about 10s for CRF1. Remember CRF starts cooling down the moment you activate the power? Aux2Batt acts both to reduce the CD by 10s and also boosts weapon power immediately upon activation.
I also notice that with A2B1 I do not need to have duplicates of RSP or EPTS3, as the cooldowns for them are greatly reduced as well.
This is my prototype build which will hopefully be tested alongside other Regent captains tomorrow morning: -
T-ENS : TT1 HY2
T-Lt. Cdr : FAW1 CRF1 APD2
E-Lt. : ET1 Aux2Bat1
E-Cdr. : E2Aux RSP1 EPTS3 A2SIF3
Universal Lt. - Engr. : EPTW1 ES1
I intend to run the ship without any torpedoes and 4 beams and 4 cannons, on an Engineering character (to deal with obvious power drain issues). Aux2Batt1 will allow me to spam FAW, HY2, TT1 and CRF with practically double the speed, so no need for Blue Conn Officers or weapon cooldown doffs.
Note: if -really- running with no torpedoes then replace HY2 with something else, probably APB1.
I am undecided on EPTW1 because Aux2Batt boosts weapons, shields and engines simultaneously acting like EPTW1.5 by itself, but without the 10% damage boost.
Emergency to Auxiliary is something that I use on other ship builds to temporarily boost healing powers. I am also a bit leery about using the Universal slot for an Engineering boff as I really have no use for 3 Engineering Ensign powers, and the lack of science powers means no useful TSS1 and HE2 or PH1 and repulsors which are useful for damage resistance and saving PUG Elites respectively.
I only just stumbled onto this very resourceful thread but if anyone's interested I setup a "Regent Class Development" chat channel to see if anyone else wants to fly with or challenge other Regent class builders tomorrow.
Link
My Youtube Channel
This is an interesting build as well. I've never thought about builds that use Doffs to make up for those kinds of shortfalls (since they're pretty costly most of the time).
Makes you think that those folks whining about how consoles are always boring damage boosters might be missing the forest for the trees. The "exotic effects" they want are in your Doff choices.
IIRC it took me only 7-8 days to run each Colony Chain and for new characters I usually do two Star Clusters at once - B'Tran and Delta Volanis.
On completion of the CCs I will have two Blue Technicians but repeating the Colony Renown mission and getting a critical will give me a pink Tech as a reward.
On my current mains I simply repeated B'Tran renown about 5 times to get 4 Pink Techs named Ten of Ten. Each Renown only takes 4 hours so by the time I finished getting my STF ship sets (always 2x Omega XI and MACO XII shield) there are plenty of Technicians in stock.
My Youtube Channel
Does anyone else find it mildly disturbing that the Doff system has basically introduced slavery into both the Federation and the KDF (assuming the KDF didn't already have it -Orions and all)?
Here we are, all talking casually about buying and selling people in an auction house, trading them from owner to owner and crowing when we get a particularly good specimen with unique skills.
Sure they're not real people or anything, but given some far-off plans for STO to start representing Doffs on your ship interior and such, they may someday have more "humanity" than we're comfortable with...
No one took slavery and gladatorial holograms seriously so buying and selling human beings has indeed become a routine part of being a virtual starship captain in STO
Furthermore before Season 6 I would instantly discard or replace any White duty officer that comes on board leading rise to claims of racism against un-coloured doffs
My Youtube Channel
You mean to say that we are job creators?
Or local protests when I indiscriminately send Jem'Hadar officers to conduct "diplomatic negotiations" on worlds that were nearly conquered by the Dominion last century.
They get criticals like nobody's business
My Youtube Channel
The Ferengi torpedo launcher works VERY well on cruisers.
A quantum torpedo version of it would be even more awesome, since you can now HY from your broadside.
Yes, it is good.
I'm not sure about the torpedo but the console, at least in the blog, says it can only be used on the Assault Cruiser or the Retrofit that it comes on. Sorry to to the bearer of bad news. I think a lot of players were thinking of moving the console to other ships. I can't see why this can't be an ability (like the Guramba, Excelsior, Galaxy-X) if the console can't be used on other non Assault Cruiser ships.
you know one of those torps on a HEC with torp spread would make an utterly awesome displayed when used with the torpedo defense console due to the massive targeting area of both.
the ferengi missile launcher, with a purple projectile officer that reduces cooldown pretty much guaranteed with its special proc that your firing a constant stream of low powered but numerous projectiles.
I not sure If we are reading the same blog but I will Quote a line " This launcher can be equipped on any starship, but you may only equip one." So not sure where your getting that it cannot be used on other non Assault Cruisers?
EDIT: I will buy this ship for the torpedo launcher. I can buy it take the launcher, equip it on every ship I have for my Tac and Eng toons, then discharge the Regent. Rinse and repeat. I just hope it has good specs.
BTW -- you have 2 powers listed in the Ensign slot above. Sorry to be the bearer of bad news.
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
In that case the problem of the redundant excess TS2 solves itself. Thanks for pointing out the discrepancy
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1. Metreon Gas Canisters
http://i1224.photobucket.com/albums/ee372/pandoraskitten/Regent%20Class%20ACR/GameClient2012-08-1700-06-02-11.jpg
2. Wide Angle Quantum Launcher
http://i1224.photobucket.com/albums/ee372/pandoraskitten/Regent%20Class%20ACR/GameClient2012-08-1700-05-02-47.jpg
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Well, I guess that establishes that there will be a Fleet Sovvy after all (as if it were ever in doubt).
Anyone use the ship yet? Curious as to how effective the console/torp launcher are. I love my Excelsior but getting bored of flying it so was thinking about checking this ship out.
The Regents outgunned and outflew all the Fed cruisers easily and we kept up with the MVAE with Attack Patterns Alpha and Omega + Aux2Batt1 engine boost, which gave us a combat turnrate of 20+ degrees per second. The Regent is -very- fast and handles spectacularly well, almost like a Klingon Vor'Cha in agility.
The wide angle quantum launcher is the perfect accompaniment to line-of-battle "broadside" combat and you can do very nice formation strafing attacks with massed beams and broadside torpedo shots at maximum range. The damage may be nerfed but with the torpedo spread and salvo skills, they are still quite devastating!
The Riker Manuver is very impressive visually but tactically you need to get used to handling it as it has a tendency to prematurely detonate if you're the sort to FAW everywhere
As an area interdiction weapon with detonation option it's a very good 'bomber' type skill. I'd imagine if you do the trick of putting mines in your 'smokescreen' you can give nasty surprises esp with the metreon detonation effect.
All in all, I bought it for the LTC Tactical slot but the ship gave me much much more. Lots of neat discussions in my Regent Class channel and with random encounters outside ESD too, and a lot were getting interested in the ship after watching it in combat due to the sheer speed of my build which is finalized as:
ENS TAC : TT1
LTC TAC: TS1 CRF1 APO1
CDR ENG: ET1 RSP1 EPTS3 AUX2SIF3
LT ENG: E2AUX AUX2BATT
UNI LT: SCI: ST1 TSS2
After combat testing I decided to reinstate the science officer and use ST1 instead of ES1 for team shield heals. Somehow works better overall as a tac-heavy config without sci is very short on constant shield regenerative power (TSS) and the ability to 'reboot' all shield facings (ST) is an option I find essential for some combat situations.
My Youtube Channel
So is the extra TAC BO Power you can use that much more effective? Because honestly the more I look at this side by side with the standard Sovy, the only thing you pick up is one extra BO power in the Tac slot and the option to slot Eng/Tac instead of Sci in the universal where as on the regular Sovy you get the Lt. Sci. Honestly that's a wash to me on the universal because a ship w/o those two science powers is going to have a little less survivability.
I'm trying to justify spending the money basically just to get the torpedo launcher and a new ship skin, because side by side it doesn't look like there is a whole lot of difference. Hull, shields, turn rate are all the same as far as I can tell. Console layout is the same, etc. As for the torpedo launcher, does it function with HY and TS?
nope
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Thanks for the screen shots. Anyone know what the (base) DPS is for the MKXII Borg Quantum Torpedoes? I'd like to see how different they are from one another.