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Dreadnought Cruiser build

nelson2014nelson2014 Member Posts: 88 Arc User
edited March 2013 in Federation Discussion
Any ideas to make the Dreadnought Cruiser as powerful as it can be?
U.S.S. ENTERPRISE NCC 1701-Z
Malivistitisa Class (39-century Federation Class)
Post edited by nelson2014 on

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    admiralq1732admiralq1732 Member Posts: 1,560 Arc User
    edited March 2013
    Phaser, preferbly mk12 but mk 11 will do, then phaser relay. This will enhance the lance. Borg console, RCS module, Borg ewngine, covarient sheilds. Point defense console. Shield enhancing consoles in sci area and hull armor to protect you from most types of weapons. If possible anti matter spread. Bo skills, tacical. Fire at will, Torpspread or high yield, Beam Overload. Engineering Structural integrity, Engineering team, reverse sheild polarity, Aux to sheilds, aux to weapons ( for overload). Science Hazard emitters and science team.
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    smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited March 2013
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    admiralq1732admiralq1732 Member Posts: 1,560 Arc User
    edited March 2013
    Smokey they're old.
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    reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited March 2013
    There was a build floating around a while back of basically turning the Dread into a giant sniper rifle for taking out high-value targets by maximizing the alpha strike. IIRC, tac captain with 4 single cannons (DHCs were too limited with that turn rate, even for sneak attacks), 4 turrets, DEM3, and CRF1. Use the cloak to close, decloak at close range, use every buff available, and unload. Bonus points for having the Subspace Jump console, timing your EPTW to add the extra couple percent damage bonus, and/or throwing a weapons battery into the mix. Never tried it (prefer the feel of beams on Fed cruisers, and don't own the Dread anyways), but it looked like it had potential.
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    ztstrikeztstrike Member Posts: 66 Arc User
    edited March 2013
    I still need to experiment with the Dreadnought more before I can give an full report.

    However this was the build I am mentally working on:
    Fore Weapons: Lance, Duel Phaser, Photon Torp x2
    Rear Weapons: Phaser x2, Photon Torp x2
    Eng Con: 3 Armor, 1 RCS
    Sci Con: Shield Emitter, Bio Function
    Tac Con: Photon Chamber, Phaser Relay.
    Shields, Deflector, Engines: Borg set, visuals disabled.
    -ZT Strike
    sapyroth wrote: »
    "Come play STO free-to-pay! Lag'yer TRIBBLE off and get a migrane!! Yeehaa!":eek:
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    admiralq1732admiralq1732 Member Posts: 1,560 Arc User
    edited March 2013
    ztstrike wrote: »
    I still need to experiment with the Dreadnought more before I can give an full report.

    However this was the build I am mentally working on:
    Fore Weapons: Lance, Duel Phaser, Photon Torp x2
    Rear Weapons: Phaser x2, Photon Torp x2
    Eng Con: 3 Armor, 1 RCS
    Sci Con: Shield Emitter, Bio Function
    Tac Con: Photon Chamber, Phaser Relay.
    Shields, Deflector, Engines: Borg set, visuals disabled.

    weapon slots are 8. so trust me. Dual beam, beam array, torp, X for the 4th slot fore
    rear beam arrays, turrets, and torp rear. beams must be phaser for lances sake
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    breygornbreygorn Member Posts: 189 Arc User
    edited March 2013
    nelson2014 wrote: »
    Any ideas to make the Dreadnought Cruiser as powerful as it can be?

    cannons or beams??? yep, old debate on which is better...
    I find that either of the two is viable, just different play style.

    beams fore: 1xDBB, 2xBA, 1x torp
    beams aft: 3xba, 1x torp/mine

    cannons fore: 1x DHC, 2x SC, 1x torp
    cannons aft: 3x turret, 1x torp

    That's a basic setup above. Tweak it to style.

    if cannons, get rapid fire.
    if beams, get, well, whatever.
    if your tanking, beams are better with fire at will.
    either way, 1 tac team minimum.

    other useful powers include but are not limited to;
    tractor beam, emergency power to shields, torp high yield, reverse shield polarity,
    hazard emitters, polarize hull, engie team...

    on consoles, 2x neutronium, rcs, field gen, cloak, max phaser relays,

    best set I've used on it so far was borg, though other sets can be just as good if not better,
    especially in the shield department.

    Perhaps I should pull mine back out and update it again.
    If you want, I'll post the current build for it.
    [SIGPIC][/SIGPIC]
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    insanerandomnesinsanerandomnes Member Posts: 228 Arc User
    edited March 2013
    There was a build floating around a while back of basically turning the Dread into a giant sniper rifle for taking out high-value targets by maximizing the alpha strike. IIRC, tac captain with 4 single cannons (DHCs were too limited with that turn rate, even for sneak attacks), 4 turrets, DEM3, and CRF1. Use the cloak to close, decloak at close range, use every buff available, and unload. Bonus points for having the Subspace Jump console, timing your EPTW to add the extra couple percent damage bonus, and/or throwing a weapons battery into the mix. Never tried it (prefer the feel of beams on Fed cruisers, and don't own the Dread anyways), but it looked like it had potential.

    The Hakashin build. Works bloody wonders.
    I AM THE HARBINGER OF HOPE!
    I AM THE SWORD OF THE RIGHTOUS!


    dark_dreadnaught_by_insane_randomness-d5z6ydl.jpg
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    insanerandomnesinsanerandomnes Member Posts: 228 Arc User
    edited March 2013
    I'mma make this simple. The dreadnaught is a fickle beasty. It CAN work, if flown properly with the right equipment. Not many people do fly it properly, which is why so many people say it's underpowered.

    I say it's a niche ship. No matter which way you fly it, it needs too be flown with a fleet. Find a group of people, and stick with them, learn how the beauty moves.

    I personally recommend the Hakashin build. I've flown it myself. The only downside is it's primarily made for tactical pilots, meaning if you've specced into something else, you're btter off with a different ship. Use the thing as a giant sniper rifle. Put as much firepower downrange as possible, meaning cannons and CRF 1. DEM can help, but I don't ever notice huge improvements too firepower with it. So long as you stick as many of the best phaser relays you can get your hands on into the tac slots, and use a a properly timed bombing run, this thing will eat most weaker hulled starships for breakfast. If you've got a stronger hulled ship your trying too take down, have your team munch on it for a while, then come in and do the same thing to them, decloaking and snapping their hull in two with the lance.

    When I used this build, even on mediocre equipment, I would often break through smaller weaker cruisers. Tor'Kahts didn't stand a chance, and escorts were piecemeal prey. I often saw 70-80k + alpha strikes from the lance.
    I AM THE HARBINGER OF HOPE!
    I AM THE SWORD OF THE RIGHTOUS!


    dark_dreadnaught_by_insane_randomness-d5z6ydl.jpg
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    stardestroyer001stardestroyer001 Member Posts: 2,615 Arc User
    edited March 2013
    The problem with the Lance is that it hardly ever fires accurately. Sneaking up to within 2km of an enemy's rear and firing the Lance doesn't work either, it missed both times.

    I'd say stick with flying a Guramba Siege Destroyer, on the KDF side. The Javelin has a better aim, and deals more damage if properly buffed. I've been able to hit "90k (60k)" when hitting all the buttons.
    stardestroyer001, Admiral, Explorers Fury PvE/PvP Fleet | Retired PvP Player
    Missing the good ol' days of PvP: Legacy of Romulus to Season 9
    My List of Useful Links, Recently Updated November 25 2017!
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    dashuk2381dashuk2381 Member Posts: 230 Arc User
    edited March 2013
    Depends on what you want to use it for. Personally I love the Gal-X on my Engineer. She's a wonderful tank ship and the Lance is nice for added DPS. I honestly don't get the complaints about the lance missing, seems to hit both times for 10K+ per shot for me all the time. Maybe it's captain skills in terms of points in your targeting?

    I've found she works better for me when I run using 6X Beam Arrays and a torp launcher fore/aft. Currently I'm running her with 6X Mk XII Phaser Arrays(purple) and the Rapid Reload Transphasic fore/aft. I'm using the Breen Set until I get the Borg/Omega reputation going and with the buff Transphasics got in the last few months, you can do some nice burst damage with them now, especially with the Transphasic cluster torpedo which I sometimes substitute for a beam array.

    Biggest issue with this ship is going to be turn rate, bar none, at least in my experience. That's one of the reasons I run a beam FAW build instead of cannons. I honestly just have too many issues keeping things in the forward arc to make CRF and spread fire viable and even though it can equip dual cannons, unless you are using Evasive to get 7-8 km out and then making a straight on run, the 45' arc makes the duals useless on this barge. Also you really don't have the tactical slots to take advantage of the higher level BO tac powers. I know some Tacs like the Gal-X for DPS but for me she's a great ship and more effective with an Engineer, since you have a lot of extra power to play with through Captain skills. Two neutroniums seem to give me plenty of hull resistance so I slap an RCS and Tachyokinetic Converter(from Lobi) in the other two Engineering slots. I also run auxilary to dampeners constantly to help the turn rate.

    With the right bit of TLC this ship can be absolutely awesome, but it takes a long time to sort of play with it to find what works for you.
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    klaazklaaz Member Posts: 28 Arc User
    edited March 2013
    I like the Dreadnought. My build runs with phaser arrays x6 and one quantum torp on the front (that will probably change in the future) and the Omega Cutting beam on the rear. I use the borg console for the omega weapon buff. I also run the phaser relay for bonus power for the lance. I have noticed an increase in accuracy with the lance when used with a tractor beam. That may just be me though...
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