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new player, min max or variety?

gylvangylvan Member Posts: 0
edited March 2013 in The Academy
So im new, and trying to get a feel for how to best powergame. What are peoples thoughts on using all one type weapon (beam/cannon/torpedos) VS a variety? It seems to me that using all one type gives me the best results because i can stack all the consoles up for a particular dmg type. I am focusing on two very different ship types, but im really studying min/maxing the weapons, and which school of thought is better, both are Engineer self preservation builds (i have no idea if thats good). Any advice would be appriciated.
One is the Jem'hadar Dreadnought Carrier,
-with_7 Mark XII tetryon beams. 2 hangers full of the Advanced Jem'Hadar fighters, the first 4 Assimilated Borg pieces (console, shield, deflector, engine), as many Mark XI tetryon dmg increase consoles as i can fit, plus some Netronium consoles.
-Boffs are beam buffs, a pair of Tact teams, self Hull and shield buffs, and attack patterns Omega 3 and Alpha 2. plus a few others that elude me at the moment.

The other build is a mix on a b'rel Bird of prey.
-with_4 Mark XII dual heavy plasma cannons in front/fore, 1 Mark XII plasma Torpedo aft, 1 Mark XII Plasma Mine aft. The same Assimilated borg set, Netronium, Flight turn rate increase's, and a mix of plasma energy and plasma projectile consoles.
Boffs are cannon buffs, movement stopping de-buffs, some torpedo and a big dispersal pattern for the mines.

Thoughts? And don't be gentle with me...i'll never learn that way. Thanks!!
Post edited by Unknown User on

Comments

  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited March 2013
    gylvan wrote: »
    The other build is a mix on a b'rel Bird of prey.
    -with_4 Mark XII dual heavy plasma cannons in front/fore, 1 Mark XII plasma Torpedo aft, 1 Mark XII Plasma Mine aft. The same Assimilated borg set, Netronium, Flight turn rate increase's, and a mix of plasma energy and plasma projectile consoles.

    i'm not really a good person for giving build advice, but i can tell you right off the bat that turn rate increase on a BoP is a wasted console slot, unless the turn is coming from the tachyokinetic converter

    also, when dealing with plasma weapons, it's the burn damage you want as high as possible, and ambiplasma envelope consoles don't boost that, just the kinetic damage on plasma torpedos/mines; IMO, you're better off with all plasma infusers
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • gylvangylvan Member Posts: 0
    edited March 2013
    Ah i see, i did not know that, but that makes sense. Thanks.
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited March 2013
    Both styles can work, although Engineer characters will have an easier time with a pure energy weapon build - due to their ability to max out a ship's power grid more easily and reduce energy drain(for more consistent damage while autofiring).

    Using kinetic weapons will lessen the energy burden and provide you with a way to giving enemies a quick death-blow... as well as offer some utility in the case of chroniton mines and such. Also, escorts can work with a dual beam bank to beam overload shields at the start for a quick kill - it is a much more technical/busy build, however.
  • gylvangylvan Member Posts: 0
    edited March 2013
    ok, i do seem to do better with energy weapons, so thats probably why. Thanks!
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