I've actually enjoyed the Regent so far, though I did not like the original look so it's now a version of the Noble/Regent/Sovy in terms of parts. I pulled the Metreon Console, just didn't find it useful at all, especially when to me it just doesn't seem as good as EWP or the Ferengi event theta console. I stuck another armor in place of it in Engineering slot and it tanks just as well as my Excelsior now. With the right BOFF powers this ship can be a beast.
One thing I was thinking about though, they ought to rethink the torpedo launcher thing. While it's a great launcher, if they wanted to stick with the re-fit idea they should have made it more like the Sovy in Nemesis, with a 360 degree phaser array or two. Maybe two on the saucer, just like in Nemesis when Picard orders the phasers fired all around the ship from the saucer, that was pretty damn cool and to me would make the ship worth $25.
Just thinking you get one phaser array, sort of like the one torpedo launcher. Maybe you can only equip it fore and it works like a turret for firing range. Or maybe it could be a console like the defense turret you got at pre-order way back when. Not every one uses FAW so could be an interesting thing. I just thought of the idea while watching the battle scenes in Nemesis the other night and when Picard says to start firing the phasers randomly and shoot torps when they get hits and the saucer starts firing fore and aft, just sort of had the random thought.
The problem is how to make it different enough from the Point Defence console to make it a worthy separate addon. That and we already have two PDS consoles, one gun and one torpedo.
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The problem is how to make it different enough from the Point Defence console to make it a worthy separate addon. That and we already have two PDS consoles, one gun and one torpedo.
It'd probably have to be a weapon. Think of it like:
Phaser Beam Array [Acc] [CritH] [360]
where the [360] gives it the firing arc of a Turret. Just, y'know, it's a beam and you can only have one on your ship.
Just saying the beams in Star Trek Nemesis (or star trek in general) works completely different than in STO. All beams are kinda 360 in star trek, because you have ventral and dorsal phaser STRIPS, that cover very huge angles.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I am still tweaking the engineer powers but so far I am happy and the regent offers something different then the Excelsior.
The Lt. Commander tactical slot allows Fire at Will 3 which I consider my Regents main ability, I also decided to forget broadsides, put in a good RCS console and dual beam phasers. I have also no need for the wide arc launcher instead choose a Borg quantum launcher with a smaller firing arc but more DPS.
Fire at Will 3 followed by a Torpedo Spread 2 with Quantums, buffed by a tactical captains skills, tactical team does really hurt.
If you prefer single target damage then it might be possible to use Beam Overload 3 with high accuracy weapons, possibly together with a tractor beam and Torpedo High Yield.
I've got to say that the posted stats lie, as I can easily squeeze Excelsior+ turning out of her. My biggest problem is usually getting pounded too hard because I'm popping off TS/FAW combos (replaced the Universal with Tac). She turns excellently, she has a resilient enough shield to take the hits, and she becomes a monster when you become willing to take risks. She's the only cruiser I'm willing to take into an STF.
Ens Tac: Tac Team I
Lt Universal: FaW I/TS II
Lt. Engineering: Eng Team I/EptW II
Lt Cmdr Tac: TS I/FAW II/APO I
Cmdr Eng: EptS I/RSP I/Aux to Inertial Dampeners II/EWP II
Dangerous, dangerous ship. Not the toughest, but easily overpowering the Oddy in damage potential.
Using Attack Pattern Delta I greatly improves your surviability and still allows you to keep lt.cmd slot for something else.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I'm currently running the following boff configuration and it has turned out splendidly so far.
LTC Tactical: Tactical Team 1, Beam Overload 2, High Yield 3
Ensign Tactical: Tactical Team 1
CMD Eng: EPTW1, EPTS2, EPTS3, Aux2Sif3
LT Eng: Eng Team 1, RSP1
LT Tactical (Universal): Beam Overload 1, Attack Pattern Beta 1
This has given me a lot of single shot kill power against small targets and a lot of sustained and hard hitting power against large targets and structures. I'm currently thinking of running BO3 instead of HY3 though as I have noticed (at least on my Tac toon) that I can get some surprisingly high crits. I hit a Defiant for 42k last night with BO2 (One shot from a non-dreadnought??) and think BO3 would be even stronger every 30 seconds.
This build also utilizes the highest EPTS providing powerful shield resistances (Along with Maco MK XII shields) and using Tactical teams, brace for impact, and RSP for those oh **** moments, I can absorb a tremendous amount of punishment while dishing out a lot of sustained and single powerful shots every 15 seconds.
[SIGPIC][/SIGPIC]
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
Just saying the beams in Star Trek Nemesis (or star trek in general) works completely different than in STO. All beams are kinda 360 in star trek, because you have ventral and dorsal phaser STRIPS, that cover very huge angles.
Yeah, that's true. It'd have been nice if things in STO worked that way, alas, they do not.
Three Tac Teams? One will always be down and wasted. Add an Eng Team to that, and two of your teams will always be down. Likewise more than two EP2x skills.
The 3 tac teams was a typo.
Based on my experience so far at least 1 EPTW is essential because of beam array drain. As an Engineer I have a surplus of heals, so having an EPTS on cooldown isn't too much of a problem.
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But after seeing the states, I am going to buy it! Is still worst than the Excelsior!
Well done Cryptic, I know for a fact that in our small fleet you loss at least 10 sells of this ship! Improve it and maybe you will gain them.
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One thing I was thinking about though, they ought to rethink the torpedo launcher thing. While it's a great launcher, if they wanted to stick with the re-fit idea they should have made it more like the Sovy in Nemesis, with a 360 degree phaser array or two. Maybe two on the saucer, just like in Nemesis when Picard orders the phasers fired all around the ship from the saucer, that was pretty damn cool and to me would make the ship worth $25.
How would you design the functionality of the 'auxiliary phaser array'? The game pretty much already has this working very well - FAW.
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It'd probably have to be a weapon. Think of it like:
Phaser Beam Array [Acc] [CritH] [360]
where the [360] gives it the firing arc of a Turret. Just, y'know, it's a beam and you can only have one on your ship.
The Lt. Commander tactical slot allows Fire at Will 3 which I consider my Regents main ability, I also decided to forget broadsides, put in a good RCS console and dual beam phasers. I have also no need for the wide arc launcher instead choose a Borg quantum launcher with a smaller firing arc but more DPS.
Fire at Will 3 followed by a Torpedo Spread 2 with Quantums, buffed by a tactical captains skills, tactical team does really hurt.
If you prefer single target damage then it might be possible to use Beam Overload 3 with high accuracy weapons, possibly together with a tractor beam and Torpedo High Yield.
Ens Tac: Tac Team I
Lt Universal: FaW I/TS II
Lt. Engineering: Eng Team I/EptW II
Lt Cmdr Tac: TS I/FAW II/APO I
Cmdr Eng: EptS I/RSP I/Aux to Inertial Dampeners II/EWP II
Dangerous, dangerous ship. Not the toughest, but easily overpowering the Oddy in damage potential.
Yeah, but you loose a good chunk of your DPS. The build sets you up to at least remotely match Escorts.
LTC Tactical: Tactical Team 1, Beam Overload 2, High Yield 3
Ensign Tactical: Tactical Team 1
CMD Eng: EPTW1, EPTS2, EPTS3, Aux2Sif3
LT Eng: Eng Team 1, RSP1
LT Tactical (Universal): Beam Overload 1, Attack Pattern Beta 1
This has given me a lot of single shot kill power against small targets and a lot of sustained and hard hitting power against large targets and structures. I'm currently thinking of running BO3 instead of HY3 though as I have noticed (at least on my Tac toon) that I can get some surprisingly high crits. I hit a Defiant for 42k last night with BO2 (One shot from a non-dreadnought??) and think BO3 would be even stronger every 30 seconds.
This build also utilizes the highest EPTS providing powerful shield resistances (Along with Maco MK XII shields) and using Tactical teams, brace for impact, and RSP for those oh **** moments, I can absorb a tremendous amount of punishment while dishing out a lot of sustained and single powerful shots every 15 seconds.
[Unrepentant] Lapo@overlapo: the problem with space STF
is that you can't properly teabag your defeated opponent
Unrepentant: Home of the Rainbow Warrior and the Rainbow Brigade.
But it can be put on the regular star cruiser and It also lists compatibility with a "Fleet assault cruiser" (upcoming?).
Yeah, that's true. It'd have been nice if things in STO worked that way, alas, they do not.
The 3 tac teams was a typo.
Based on my experience so far at least 1 EPTW is essential because of beam array drain. As an Engineer I have a surplus of heals, so having an EPTS on cooldown isn't too much of a problem.