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Which Vesta?

tajrektajrek Member Posts: 35 Arc User
edited November 2012 in Federation Discussion
Im just curious on opinions I can only get one ship as thats all the zen I have I am leaning towards either the Tac on Engineering Vesta . I figure Engineering would be better survivability and Tac just for the extra tac console but Im still torn. Either way im not going to use the console they have for the for the tac but I might use the engineering one....
Thanks
Taj
Post edited by tajrek on

Comments

  • areikou#8990 areikou Member Posts: 0 Arc User
    edited November 2012
    Also keep in mind that the Vesta with aux cannons with a tact in the driver seat has the potential to push close to escort numbers. Only 1 weapon is missing, the tactical version does sport 4 tactical console slots and higher shielding.

    Notice I say "close" I did not say "equal to" in terms of DPS.
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  • age03age03 Member Posts: 1,664 Arc User
    edited November 2012
    I would go for the Sci one as the Oddy is better at Tac and Ops.
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  • lianthelialianthelia Member Posts: 7,891 Arc User
    edited November 2012
    Also keep in mind that the Vesta with aux cannons with a tact in the driver seat has the potential to push close to escort numbers. Only 1 weapon is missing, the tactical version does sport 4 tactical console slots and higher shielding.

    Notice I say "close" I did not say "equal to" in terms of DPS.

    It has 4 tac consoles and SA...only two...three if you want to count the bug that have 5 tac consoles. If there is anything that would meet or beat a escort its gonna be the tac vesta...just to bad doesn't have 10 weapon/5 auxiliary power.
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  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited November 2012
    Console wise, the Sci's Fermion seems the most useful so far, with self heal or team heal support within 5 km, it's the one I've used the most so far out of the two defensive consoles during STFs. The deflector phaser isn't that great, IMO, with it's long fire time (I'd perfer a burst) and it's limited damage. The extra damage the fourth phaser Tac console on the Aventine (Tac Vesta) gives will draw much more aggro your way, and the ship is bit fragile beyond it's shields. If you're going heal/support I'd go with the Sci model.
    lianthelia wrote: »
    It has 4 tac consoles and SA...only two...three if you want to count the bug that have 5 tac consoles. If there is anything that would meet or beat a escort its gonna be the tac vesta...just to bad doesn't have 10 weapon/5 auxiliary power.

    It'd require about 7 or 8 stacks of SA to equal an escort in firepower, not counting the deflector phaser, and each stack of it takes a minute of keeping the enemy in your forward arc, so only really large enemies will it be able to catch up/surpass a 4 tac escort. Weapon power isn't such a big deal with 3x Aux DHCs Fore(I think you can just dismiss/reclaim to get three of them if you have only one Vesta model, I pulled one off each model), and the Aventine's +5 wep power and the Borg console's +5 seems to be enough to handle the rear turrets, with Warp Core Potential skill factored in.
  • killjack0killjack0 Member Posts: 89 Arc User
    edited November 2012
    Im a Tac captain and my Tac version is doing absolutely amazing even though its a science ship at heart. Its the only ship that I actually run on the equal power setting because of the aux phaser cannons where i usually run everything on all power to the weapons.
  • kikanasskikanass Member Posts: 45 Arc User
    edited November 2012
    bearing in mind that the Vesta is NOT going to be capable of the DPS that an escort can produce.

    I would not be so sure about that. I have a tac captain in an MVAM that does on average between 7 and 8k dps with alpha strike bursts upwards of 20k dps (rarely ever am outdps'd even by other escorts) and I just purchased the vesta pack and set up my sci captain in the tactical vesta and he's able to do on average 4 to 5k and in a few instances 6k and he's using regular player made mk xi phaser turrets and phaser relays while my tac captain has Complete mkxii borg weaponry ect.... I can't wait to set up my tac capt in the vesta and see what he's capable of :).
  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited November 2012
    IMO, the science version has the best console (an AoE heal), so I'd go with it if you buy only one. Plus, the 5x Sci consoles will come into much higher usefulness if you have a unlocked the Fleet Embassy Science Consoles -- threat generation increase/decrease, a science buff, and interesting procs like a shield heal, hull heal, or adding plasma damage to all energy weapons.
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    tom61sto wrote: »
    IMO, the science version has the best console (an AoE heal), so I'd go with it if you buy only one. Plus, the 5x Sci consoles will come into much higher usefulness if you have a unlocked the Fleet Embassy Science Consoles -- threat generation increase/decrease, a science buff, and interesting procs like a shield heal, hull heal, or adding plasma damage to all energy weapons.

    Could you tell me more about the Fleet Sci consoles? I finally might have something to spend all my fleet credits and dil on (been avoiding paying $5 for an FSM to buy a Fleet Armitage :P ).

    Also, your suggestion sounds cool, esp. with the gimmicks you're talking about. I used to main SVs in my Engi main before I started running STFs (then I shamefully went full-escort).

    But I'm sooo tempted by the Engi Vesta's look! Grrr, I wish they still sold ship skins so I could pick which I wanted.
    I think I may like the Vesta more than my Armitage. Wow. I'm flying the engineer-ish version with all three special consoles.

    What's the Engi console like? I heard it's like a Polarize Hull that reflects torps? Is that kind of ability too situational for PVE (I don't PVP). Does it reflect isometric charges or the Borg bullsh*t heavy torp?
  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited November 2012
    Could you tell me more about the Fleet Sci consoles? I finally might have something to spend all my fleet credits and dil on (been avoiding paying $5 for an FSM to buy a Fleet Armitage :P ).

    Here ya go:
    There are several variations on these new consoles.

    Each console adds one property from each of these three categories:

    Category 1: Either increased or decreased threat generation.

    Category 2: A bonus to a Science skill, i.e. Starship Sensors.

    Category 3: One of three additional powers.
    a) 2.5% Chance to restore Shields when you are hit.
    b) 2.5% Chance to restore Hull when you are hit.
    c) 2.5% Chance to add a Plasma DoT on Directed Energy weapon attacks. (Essentially, adding the Plasma proc to a non-plasma weapon.) If your weapon is already a Plasma weapon, this adds Plasma damage to that weapon instead.

    Thus, a sample item might have +threat generation, +starship sensors, and a 2.5 Chance whenever your shield is hit to proc a shield heal.
    http://sto-forum.perfectworld.com/showthread.php?p=6245491#post6245491
    What's the Engi console like? I heard it's like a Polarize Hull that reflects torps? Is that kind of ability too situational for PVE (I don't PVP). Does it reflect isometric charges or the Borg bullsh*t heavy torp?

    It looks like purple slightly more glowy Polarize Hull. It does work on high-yield torps, but I don't think it works on Isometric Charge. The biggest problem in PvE is that it shoves enemies away, similar to Tractor Repulsors, which can make people angry if you trigger it at the wrong time and shove something out of their range. That also means your cannons will have less effect on them if you're shooting them. It lacks the kinetic damage of Tractor Repulsors, meaning it's pure defense/kinetic payback.
  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    tom61sto wrote: »
    HIt looks like purple slightly more glowy Polarize Hull. It does work on high-yield torps, but I don't think it works on Isometric Charge. The biggest problem in PvE is that it shoves enemies away, similar to Tractor Repulsors, which can make people angry if you trigger it at the wrong time and shove something out of their range. That also means your cannons will have less effect on them if you're shooting them. It lacks the kinetic damage of Tractor Repulsors, meaning it's pure defense/kinetic payback.

    Hmm, bummer. Never used tractor repulsors before, and kinetic payback aside, it looks like the console's a non-starter, until I start rolling a beam boat at least.

    Maybe I will decide on the Sci variant after all. Arrgh, but I love the Engi look!
  • beerstickmanbeerstickman Member Posts: 1 Arc User
    edited November 2012
    I think buying the 3 -pack is the only way to go. Now if i could just talk Cryptic into a 6 -pack we would be rockin..
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  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited November 2012
    I'm leaning on doing the Tactical one when I do my Tactical Capt. So I can use the large cannon weapon. I'm very close to making my Tactical Capt. and getting started. After seeing the selection of ships for a top level Tactical, it will be a high % I will get the Vesta. I won't bother the Eng. version since I already have a good ship, for that Capt.
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  • unangbangkayunangbangkay Member Posts: 10 Arc User
    edited November 2012
    farmallm wrote: »
    I'm leaning on doing the Tactical one when I do my Tactical Capt. So I can use the large cannon weapon. I'm very close to making my Tactical Capt. and getting started. After seeing the selection of ships for a top level Tactical, it will be a high % I will get the Vesta. I won't bother the Eng. version since I already have a good ship, for that Capt.

    If you're doing that it should be worth mentioning (as others have said above) that the Quantum Field Phaser's damage is highly dependent on both your Aux power and your Particle Generators skill. If you don't have enough points in that (you might not, as a Tac captain), you'll be doing pitiful damage.
  • edited November 2012
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  • kronosathkronosath Member Posts: 0 Arc User
    edited November 2012
    1. Decide what your focus is based on your character.
    2. Fermion is the best console from the rest.
    3. If you plan on a DPS build then you need all three for the AUX cannons.

    I bought all 3 and i did not regret it.
    Fed Sci: Tethys U.S.S. Chronos Aionios, U.S.S. Denomon Gnosis {Fleet: HSF}
    KDF Eng: Boreas I.K.S. Demonon Nemesis {Fleet: HoS}
    Rom Sci: Crius I.R.W. Noctem Aeternus {Fleet: LoS}
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  • captallendalecaptallendale Member Posts: 51 Arc User
    edited November 2012
    I am only spending on this one big bundle, so I kinda want my three fed mains (one of each type) to fly the corresponding type of Vesta. (I have one of each class feds on my alt account that I can do Mobius or Wells or other ships if I want.) I agree that the three are very similiar so why would I use all three, but I think I am finding ways to make them play quite different.


    Hmm while I noticed that I could use multiples on the aux cannons, I had thought that would be a bad idea because by having one aux and one drawing on weapons (and one quantum torp) I could spread the power drain around. However, while the drain is limited that way, it means I have to keep both aux and weapon power up high to begin with. Since I need to have high aux for sci powers anyway maybe I should switch over to all aux, especially on my sci guy.

    Maybe I will do something else for my tac guy. Maybe I wont have cannons at all on my eng guy. who knows.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited November 2012
    Hmm while I noticed that I could use multiples on the aux cannons, I had thought that would be a bad idea because by having one aux and one drawing on weapons (and one quantum torp) I could spread the power drain around. However, while the drain is limited that way, it means I have to keep both aux and weapon power up high to begin with. Since I need to have high aux for sci powers anyway maybe I should switch over to all aux, especially on my sci guy.

    Just something you should be aware of. You should go all or nothing. All Aux Cannons or no Aux Cannons. Think about it it this way. If you run 2 standard DHCs at 125 power, each cannon will be firing at roughly 95-100 power by the end of their cycles. If you run 2 Aux cannons, same thing. NOW if you used your one aux one DHC one quantum, at most you will have each cannon firing at around 63-78 power (depending on your WCP and Power Bonuses). You will actually lose out on DPS. Quite a lot.

    So in that instance, all or nothing works better. But this is ONLY considering forward weapons. Depending on what your rear weapons are, maybe a hybrid power setup is better, maybe not.

    Users choice, but I thought I would put up those little tidbits.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • defalusdefalus Member Posts: 4 Arc User
    edited November 2012
    I have a question. If people use aux cannons fore, what do they use aft?
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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited November 2012
    defalus wrote: »
    I have a question. If people use aux cannons fore, what do they use aft?

    Not entirely sure. But I figure the best choice would be weapons that don't use energy, like Torps or Mines. But I saw someone say they use a 2 mine 1 BA setup, and only have the BA for SS targeting. Which kind of makes sense. I personally would use a trico mine launcher, a transphasic cluster torp, and a phaser BA for SS targeting. But I don't own a vesta, so I can't test it and let you know how it goes.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • tom61stotom61sto Member Posts: 3,673 Arc User
    edited November 2012
    defalus wrote: »
    I have a question. If people use aux cannons fore, what do they use aft?

    I usually use Phaser Turrets. Yes, they starve a bit on power during CRF/CSV if I put everything into Aux/Shields, but the new Adapted sets will soon help with that. The set that the Borg console and cutting beam is in has a nice power proc, and the further away Adapted MACO (basically KHG set) will help all the time. There's also the option of mines/torps rear.
  • unheard1978unheard1978 Member Posts: 132 Arc User
    edited November 2012
    hereticknight085 you sound like a good captain
    please can you help me with a skill plan using http://www.stoacademy.com/tools/skillplanner/
    i use all 3 console and im a sci captain i know Starship Particle Generators are useful for the 3 consoles
    i dont play pvp, just pve

    thank you
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited November 2012
    hereticknight085 you sound like a good captain
    please can you help me with a skill plan using http://www.stoacademy.com/tools/skillplanner/
    i use all 3 console and im a sci captain i know Starship Particle Generators are useful for the 3 consoles
    i dont play pvp, just pve

    thank you

    I don't fly science ships. I don't know the first thing about setting them up. I fly cruisers/battlecruisers and escorts/raptors with tac and engi captains. Talk to andoriansaurus if you want a good sci setup.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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