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Fleet Aquarius Destroyer Concept

forthegamerforthegamer Member Posts: 177 Arc User
edited December 2013 in Federation Discussion
Hi folks. Just got this today and thought I'd share my concept of the Fleet Aquarius Destroyer.

Ship Build
Fore: Photon Torpedo, Quad Phaser Cannons, Dual Phaser Bank, Phaser Turret
Aft: Photon Torpedo, Phaser Beam Array
E-Consoles: EPS Flow Regulator x4
S-Consoles: Shield Emitter Amplifier x2
T-Consoles: Photon Detonation Assembly x2, Phaser Relay x2


Stations - Skills 1st/2nd/3rd/4th
Tac: Beam Overload/Tactical Team/High Yield/Cannon: Rapid Fire
Tac: Beam Overload/High Yield/Cannon: Rapid Fire
Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
Uni: Polarize Hull/Hazard Emitters
Uni: Emergency Power To Shields


Captain Skills
Tactical Systems
Attack Patterns - 6
Weapons Training - 6
Energy Weapons - 6
Projectile Weapons - 6
Maneuvers - 6
Targeting Systems - 6
Energy Specialization - 3
Projectile Specialization - 3

Engineering Systems
Everything to 6, except Batteries.


Science Systems
Shield Emitters - 6
Shield Systems - 6
Power Insulators - 6
Inertial Dampers - 6
Sensors - 6


Active Space DOFF
2-3 Conn Officers (purple preferred)
2-3 Projectile Weapons Officer (purple preferred)


Any questions or comments, fire away!
Post edited by Unknown User on

Comments

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    reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited January 2013
    Why have dual Cannon Rapid Fires, but only 2 weapon taking advantage? Why the beam arrays? Why 2 Overloads? Why Tac Team at level 2? Why fore and aft torpedoes on an 'escort'? Why 4 EPS Regulators and no armor?

    Is this a theme build or specific tactical intent?

    I am puzzled by this arrangement.
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    oldkirkfanoldkirkfan Member Posts: 1,263 Arc User
    edited January 2013
    I would change a Rapid fire to Fire At Will. This would give you two (Multiple Target) options. Scatter Volley And FaW.

    I would also drop 1 Photon Detonation Assembly for another Phaser Relay.

    But... That's just me.

    I've been toying with the idea of getting an Aquarius. Please post your results on it's handling.
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    baudlbaudl Member Posts: 4,060 Arc User
    edited January 2013
    this abomination will take you straight to sto'vo'kor, and probably not even there, since no battle will be glorious in this garbage hauler!
    Ship Build
    Fore: Photon Torpedo, Quad Phaser Cannons, Dual Phaser Bank, Phaser Turret
    Aft: Photon Torpedo, Phaser Beam Array
    E-Consoles: EPS Flow Regulator x4 for what is this good, i agree that when using BO you need ONE...not 4
    S-Consoles: Shield Emitter Amplifier x2 to amplify the shields you don't have?
    T-Consoles: Photon Detonation Assembly x2, Phaser Relay x2 4 phaser relays are allways better


    Stations - Skills 1st/2nd/3rd/4th
    Tac: Beam Overload/Tactical Team/High Yield/Cannon: Rapid FireTT2 but not BO2?
    Tac: Beam Overload/High Yield/Cannon: Rapid Fire
    Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
    Uni: Polarize Hull/Hazard Emitters
    Uni: Emergency Power To Shields


    Captain Skills
    Tactical Systems
    Attack Patterns - 6 why? if you have no AP?
    Weapons Training - 6
    Energy Weapons - 6
    Projectile Weapons - 6
    Maneuvers - 6
    Targeting Systems - 6
    those are actually the only skills i would suggest giving 9, since the 3 extra add 2%
    Energy Specialization - 3
    Projectile Specialization - 3
    but atleast you suggest 6 points in driver coil *sarcasm*

    Engineering Systems
    Everything to 6, except Batteries. driver coil too i presume:eek:


    Science Systems
    Shield Emitters - 6
    Shield Systems - 6
    Power Insulators - 6
    Inertial Dampers - 6
    Sensors - 6while the resistant it gives isn't even bad, 6 is too much and too expensive, so is inertial dampeners...rely on PH or omega, works better


    Active Space DOFF
    2-3 Conn Officers (purple preferred) to further pull down the cd of TT? and buff the AP you don't use? why not simply use a second TT1, like basically anybody else in an escort does?
    2-3 Projectile Weapons Officer (purple preferred) yeah 3...call that an overkill

    get a new ship...a real escort for that matter, and read some guides concerning skills, boffs, weapons. And use stoacademy for building ships and skilltree
    Go pro or go home
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    reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited January 2013
    Well if he already bought the thing (and its not cheap) and wants to try something different, more power to him. I'd just like to see different done well, thats all.
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    luxchristianluxchristian Member Posts: 0 Arc User
    edited January 2013
    And why a Turret fore???
    Place one turrets and the Borg cutting beam aft and 4 DHC fore.

    Tac: Tactical Team/Rapid Fire 1/Attack Pattern Omega1/Attack Pattern Beta 3
    Tac: Tactical Team/Cannon: Scatter Volley/Attack Pattern Omega 1
    Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
    Uni: Transfer Shield Strength/Hazard Emitters
    Uni: Emergency Power To Shields

    E-Consoles: Neutronium Alloy x2, RCSx1(or SIF Generator), Borg Assimilated Console
    S-Consoles: Shield Emitter Amplifier, Field Generator.
    T-Consoles: Phaser Relay x4

    I hope you will have a lot of fun with the ship. It looks really bad on paper :-)
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    trenthowelltrenthowell Member Posts: 52 Arc User
    edited January 2013
    I own one of these too, and boy is this thing made of failure. Fun to fly, yes. Does it do anything special pffft, no. i own the fleet version, but i didn't spend a dime of actual cash for it, $20 for this ship is absurd as it does nothing special and doesn't come with a single console or ability to justify it. If you really want this ship make sure you spend EC or Dil to obtain the fleet version. I can't recommend actually buying this ship with cash.

    Its a novelty ship at best. This is the kind of ship you get just to TRIBBLE around in and make bs builds.

    here is my build tho:

    Fore:
    3x Phased Tetryon Dual Cannons MK XI
    1x Purp Tricobalt Torp MK XI

    Rear:
    1x Phased Tetryon Turret MK XI
    1x Blue Tricobalt Mine Launcher MK XI

    Deflector: Omega MK XII

    Engine: Reman Prototype MK XI

    Shields: Omega MK XII

    Engi Consoles:
    EPS MK XI, RCS MK XI, Neutronium MK XI, Assimilated Console

    Sci consoles:
    2x Field Generator MK XI

    Tac Console:
    4x TCD Subspace Infuser MK XI

    Boffs:
    CMD Tac: TT1, CRF1, HYT 3, Dispersal Pattern Beta III

    LtCmd Tac: TT1, CRF1, APO I

    Lt Engi: EpTS 1, RSP 1

    Uni Lt: HE 1, HE 2

    Uni Ensign: EpTS 1


    Put it simply, Tricobalt bomber and thats about it, pve only. Oddly enough I did manage to break 9k shields per facing and it has survived ISE while doing some pretty scary damage with the Tricobalts, but it is a one trick pony that can easily be done with any other escorts and done better.

    Once again, novelty ship you use for bs builds you wouldn't normally put on your main ships.
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    unangbangkayunangbangkay Member Posts: 10 Arc User
    edited January 2013
    I would super love for this ship to be rebalanced (obviously) to become a Federation-side BoP, regardless of whether or not it has a battle cloak. I want the universal Boff slots, the maneuverability, the tiny size, the works.

    Cryptic's definitely moving towards promoting this new "destroyer" class of ships, what with the Chimera, Mobius etc, and since this ship, which I honestly think looks quite original, is technically a destroyer too, it needs to be revamped to give Fed players a chance to experience the tactics and strategy unique to the KDF's raiders.

    Either that, or reclassify it as a small craft so we can have a hilariously oversized ship puttering around inside the Vault.
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    eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited January 2013
    Despite me having my butt clenching in anger everytime when someone on this part of the forums wants something which rightfully belongs to KDF, I have to agree that the Fed's Aquarius is pretty much a joke. It should definitely get an increase in turnrate, universal BOff slots and maybe an innate MES (NOT a cloak/battlecloak! This is still a Starfleet ship!).
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    baudlbaudl Member Posts: 4,060 Arc User
    edited January 2013
    ...or reclassify it as a small craft so we can have a hilariously oversized ship puttering around inside the Vault.

    that would make actually most sense to me. there are no shuttle/fighter crafts from the fleet shipyards, but there should be imo. maybe like the delta flyer or vulcan support craft with 3 console slots and 2 (universal) boff slots and the point defense system as a build in power. but just an idea.
    Go pro or go home
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    forthegamerforthegamer Member Posts: 177 Arc User
    edited January 2013
    Sorry all, I was tired and went to sleep. Didn't expect this to be 2 pages already. Wow.

    Also, this is just me going to be excited and saying stuff fast, so if I TRIBBLE up on explaining something or you don't understand, go right ahead and point it out. I'll take my time to answer.

    Whoops. My ISE group is actually going! Uh... Back in 20?

    Okay, back. Now onto writing up my reply. Boy will this be long.
    Why have dual Cannon Rapid Fires, but only 2 weapon taking advantage? Why the beam arrays? Why 2 Overloads? Why Tac Team at level 2? Why fore and aft torpedoes on an 'escort'? Why 4 EPS Regulators and no armor?

    Is this a theme build or specific tactical intent?

    I am puzzled by this arrangement.

    It was a goofy build that seems to work really well. It was meant to just attack with any means necessary at all times possible. So a cannon that can hit all the time (hence the turret in front), a torpedo on both front and back in case they get behind you with moderate chance of repeated fires of them (projectile officer), and 360 degrees for beam overload, even if you lose out on 2000 if the beam array takes it.

    For attacking you cycle BO1/HY3/CRF2 to BO1/HY2/CRF3 and back again. The damage output I find is on par with anything else, especially when you get the shields down. The EPS Flow Regulators (+EPS Systems in skills) allow for nearly 23 energy or better per second to be restored, so you'll get your weapon power right back after using a BO, so it won't affect your damage output that greatly on CRFs. By the time the torpedos get there, you'll have the shields down and hitting hull directly. Hence, you can just continually use it.

    I wish Cryptic would fix EPS flow regulators. I should not need to stack 4 of them so that they actually make a difference on how much damage I'm causing. Maybe 2, but not 4. But oh well, what can you do?

    As for why a turret in front, this is to allow usage of CRF at all times. So if you get past someone, you don't need to hold onto it. Same with why there's a beam array in the back, so that beam overload can still be used. Its also because this ship isn't really meant to be "keep everything in front". The shields aren't the strongest, and so you'll be trying to keep them off to the side, while you do some shield distribution to bring over the 426 regen per 6 seconds from each side back to the front. Hence also why no armor. The point is to keep firing at all costs.

    You could swap it out with a cannon, but I like to make sure that I can still hit something if I get around it.

    3 different hull heals since you don't have hull as well. The shields aren't the greatest (even with 6 in Shield Systems), keep the hull alive and do the best you can with the shields. I'd probably recommend flying with the Aegis set as to boost the shield systems. Maybe the Fleet Elite gear if you've got the credits and dil, but I don't think my fleet has that store open yet. Or if they do, I don't have enough dil. Probably the later. I never seem to have enough dil; stupid sinks.

    You've got the projectile doffs so that you can have a shot at tossing out a torpedo every second. As one doff will reduce your torpedo recharge time to 1 second. It works on BOTH torpedos, making it a lot of fun when you get it to proc four times and toss out HY3 so you've got 8 torpedos coming and watch things blow up really good.
    oldkirkfan wrote: »
    I would change a Rapid fire to Fire At Will. This would give you two (Multiple Target) options. Scatter Volley And FaW.

    I would also drop 1 Photon Detonation Assembly for another Phaser Relay.

    But... That's just me.

    I've been toying with the idea of getting an Aquarius. Please post your results on it's handling.
    To do a hit everyone, you can do BO or FAW/TS/CSV instead. I haven't tested this yet, but I'm assured it would do good, since the other one does.

    The reason I split the tactical consoles in half is so that when my torpedos do hit, they'll still do reasonable damage through bleedthrough. But that's just me. You could swap it out with another phaser relay. That's just fine.

    The Aquarius has with 6 Integrity 35k in hull and 7k in shields with 6 in Shield Systems. Its a brittle ship, but it just makes you need to pay more attention than ever to what's going on. It keeps things tense and fun while you blow things up. If you don't pay attention, you die. But if you use Aux every 15 seconds, EPTS every 30, use Polarize Hull or Hazard Emitters every 15 seconds into your last EPTS usage, you can keep yourself alive against a whole fleet of baddies.

    I daresay that it probably has a better inertia rating than the Defiant. Not by much, but just enough if you've flown it, you'll notice.
    f2pdrakron wrote: »
    When even using the Failquarius?
    *shrugs* I would more say its the Captain than the skills that makes it a Failquarius than the person driving it. As I say in the above, you need to constantly pay attention to what's going on, keep the hull up and you'll do fine. The only time I've died is by failing to do exactly what I've said in the above.
    baudl wrote: »
    this abomination will take you straight to sto'vo'kor, and probably not even there, since no battle will be glorious in this garbage hauler!

    get a new ship...a real escort for that matter, and read some guides concerning skills, boffs, weapons. And use stoacademy for building ships and skilltree
    I don't see how the Aquarius is an abomination. It just takes practice to use it effectively. Are there better options out there? I'm know and have flown them.

    Are they as fun? Nope.

    It is a real escort. I did read some guides concerning skills, boffs, doffs and weapons. Did you know Sensors boosts your Fire On My Mark skill? I didn't till I looked it up. I trained it up for that reason as I want to make sure that I could boost any skills that I would be using effectively.

    Why am I using Tactical Team 2 instead of Beam Overload 2? I could hit for that 700% instead of 600% boost with a single Beam Overload 2. Or I could use Tactical Team 2 which boosts all overall damage by 24 instead of Tactical Team 1 which boosts all overall damage by 18.

    Thereby, increasing all the overall damage I do for 10 seconds. So those torpedos I let loose via High Yield, the Beam Overload itself, and the Cannons via Rapid Fire all increase in overall strength for a period of time, instead of a single one time shot skill.
    Well if he already bought the thing (and its not cheap) and wants to try something different, more power to him. I'd just like to see different done well, thats all.
    If you want it done well, here:

    Fore: Antiproton DHCs x3, Quantum Torpedo
    Aft: Antiproton Turret, Quantum Torpedo
    E-Consoles: Neutronium Alloy x4
    S-Consoles: Field Generator x2
    T-Consoles: Antiproton x4

    Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Attack Pattern Omega/Attack Pattern Omega 3
    Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Whatever You Decide Not To Use In 1st
    Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
    Uni: Polarize Hull/Hazard Emitters
    Uni: Emergency Power To Shields

    OR

    Fore: Antiproton DHCs x3, Antiproton Dual Bank
    Aft: Antiproton Turret, Antiproton Beam Array
    E-Consoles: Neutronium Alloy x4
    S-Consoles: Field Generator x2
    T-Consoles: Antiproton x4

    Tac: Fire At Will or Beam Overload or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Attack Pattern Omega/Attack Pattern Omega 3
    Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Whatever You Decide Not To Use In 1st
    Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
    Uni: Polarize Hull/Hazard Emitters
    Uni: Emergency Power To Shields
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    trenthowelltrenthowell Member Posts: 52 Arc User
    edited January 2013
    The Aquarius needs something tho. For as small as it is, it should be the highest turn and fastest speed available to the Fed.

    Or give it something like an attack/def modes via built in skill.

    Attack mode would be relatively the same as it is now but with a small buff to overall damage.

    Def mode could be along the lines of making the Aquarius significantly faster (similar to evasive maneuver) when in this mode, small buff to the defense, but can only fire torps from within this mode. Defense mode would retract the nacelles as well.


    It would make this ship rather unique, potential worth using as a true hit and run ship for the feds, without invading territory of battle cloak that BoPs enjoy.
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    baudlbaudl Member Posts: 4,060 Arc User
    edited January 2013

    I don't see how the Aquarius is an abomination. It just takes practice to use it effectively. Are there better options out there? I'm know and have flown them.

    Are they as fun? Nope.

    It is a real escort. I did read some guides concerning skills, boffs, doffs and weapons. Did you know Sensors boosts your Fire On My Mark skill? I didn't till I looked it up. I trained it up for that reason as I want to make sure that I could boost any skills that I would be using effectively.

    Why am I using Tactical Team 2 instead of Beam Overload 2? I could hit for that 700% instead of 600% boost with a single Beam Overload 2. Or I could use Tactical Team 2 which boosts all overall damage by 24 instead of Tactical Team 1 which boosts all overall damage by 18.

    Thereby, increasing all the overall damage I do for 10 seconds. So those torpedos I let loose via High Yield, the Beam Overload itself, and the Cannons via Rapid Fire all increase in overall strength for a period of time, instead of a single one time shot skill.


    If you want it done well, here:

    Fore: Antiproton DHCs x3, Quantum Torpedo
    Aft: Antiproton Turret, Quantum Torpedo
    E-Consoles: Neutronium Alloy x4
    S-Consoles: Field Generator x2
    T-Consoles: Antiproton x4

    Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Attack Pattern Omega/Attack Pattern Omega 3
    Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Whatever You Decide Not To Use In 1st
    Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
    Uni: Polarize Hull/Hazard Emitters
    Uni: Emergency Power To Shields

    OR

    Fore: Antiproton DHCs x3, Antiproton Dual Bank
    Aft: Antiproton Turret, Antiproton Beam Array
    E-Consoles: Neutronium Alloy x4
    S-Consoles: Field Generator x2
    T-Consoles: Antiproton x4

    Tac: Fire At Will or Beam Overload or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Attack Pattern Omega/Attack Pattern Omega 3
    Tac: High Yield or Torpedo Spread or Tactical Team/Cannon Rapid Fire or Cannon Spread Volley/Whatever You Decide Not To Use In 1st
    Eng: Emergency Power To Shields/Auxiliary Power To Structural Integrity
    Uni: Polarize Hull/Hazard Emitters
    Uni: Emergency Power To Shields

    ok, so much wrong information you collected...incredible!

    i wasn't refering to the aquarius to be an abomination...it was the build! horrible in every detail.
    If it is a real escort...it is the weakest of them all, period.
    basically a BoP with limited universal boffs, less turnrate, and no battle cloak.

    sensors boost fire on my mark...but not the resistance debuff, only the decloaking ability just read closely! Not the whole ability is affected.
    if you took tactical team 2 to increases your dmg, why not simply use AP beta 1, in the ltd slot...boosts all dmg on target much much more than TT2. and your attack pattern skillpoints wouldn't be useless.
    You generally use TT1, because there is no other weapon boost in the ensign slot and it redistributes your shields...thats why TT2 is basically not needed, the slot can be filled with more usefull abilitys, much more usefull. In no serious guide you will ever find TT2 to be used.

    no need for a aft torpedo on escorts...a mine maybe, but never a torp launcher, you use it far too little to get anywhere close to the dmg of a turret in the same spot. Same thing for the aft beam array, you allways want your beam overload done with the DBB.

    apparently you read the wrong guides, or you drew the wrong conclusions...i mean the fire on my mark and sensors skill thing, told me everything...you did read: "sensors boost fire on my mark" and stopped reading there.

    now you propose 4x neutronium? pretty sure that 2 of those 4 are completely wasted console slots.
    srsly everythig in that post suggests you have no clue of a good build... mediocre at best (refering to the new ones).
    where are the borg and romulan consoles? they are a must have...
    Go pro or go home
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    eisenw0lfeisenw0lf Member Posts: 0 Arc User
    edited January 2013
    reyan01 wrote: »
    Would it make a good torpedo boat?

    No and why should it? It has neither the ablative armor nor the enhanced battle cloak to compensate the lack of energy weapons.

    However, if I had a federation character I would certainly try to get an Aquarius and outfit it with only dual heavy cannons/turrets, run attack pattern beta and omega, cycle two copies of rapid fire and call it the 'U.S.S. Challenge accepted'.
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    daveynydaveyny Member Posts: 8,227 Arc User
    edited January 2013
    I like the idea.

    I have to be honest though... when I first quickly read the thread title, I thought...

    Why would I want a destroyer starship with an Aquarium in it?

    <head smack>
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
    upside-down-banana-smiley-emoticon.gif
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    oligomereproantioligomereproanti Member Posts: 4 Arc User
    edited December 2013
    Sorry, i can open a new thread in english forum, in the german nobody read it, the support dont work, so i post here: The "Vulcan Support Craft Tal' Kyr" is defect! Please Fix it!
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    vermatrixvermatrix Member Posts: 335 Arc User
    edited December 2013
    I've mentioned this ship in the past and considering it's original use (to be launched from the aft section of an Odyssey) I think it should be dropped in size to be a little larger than a runabout and re classed as a small craft. It was a stupid idea to make a larger version like that as a regular starship because the stats just can't compete with other ships of that class and tier. Will it happen? ehh, doubt it. just one of those mistakes they made that's been forgotten
    [SIGPIC][/SIGPIC]
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    vetteguy904vetteguy904 Member Posts: 3,857 Arc User
    edited December 2013
    I'd buy one if i could get them as frigate pets for the Atrox or armitage
    Spock.jpg

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    amosmoses1amosmoses1 Member Posts: 0 Arc User
    edited December 2013
    Here is a odd duck but functional beam fleet aquarius
    http://skillplanner.stoacademy.com/?build=beamquarius_5554

    No p2w consoles and it gives you 4 beam weapons forward and a torp plus a boost to your antiproton damage. It does everything ok. Single target and aoe. If your fleet doesn't have access to some of that stuff you can go with blue nuetronium and adapted maco shields with voth dbbs. The assimilated set is an option to make up for a lack of hull heals. I went with adapted maco for the power boost and the 2 piece torp boost so you don't waste a console slot. The beams allow you to stay farther out while not nerfing your damage too badly and you can keep targets in your arc while speed tanking without having to do strafing runs like you would with dhc's. If you want to use dhc's (and that is totally valid and a less hipster build) just switch out the faw and bo for crf and csv.

    You get single target spike and area pressure dps with an option of strafing in with an aux battery to drop mines and dip out. Not the best at any one thing but not terrible at anything. If you have some moral disgust at a2b builds you can throw in rsp and aux2sif. That will let you play with your doff slots more too.

    I don't have the gear on my feddy to test it but it should parse out at around 8-9k in ise just goofing around and you get to fly a fleet aquarius without being a drag on your team.
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