Is it worth paying the $50 to get the Bartasque set?
Are the modules they get worth paying for to mount into a single barasque?
What I was thinking:
Quad Disruptor Cannons (they have higher DPS than my mk 12 phased polaron dual heavy cannons dmgx3)
Ho'Sus mod
Teleport Mod
And the point defense platform the third gets
several RCS
But the biggest dilemna I have, is that I have the mk 12 Jem'Hadar space set, which heavily buffs my turning rate as it is. And I have several RCS VRs with 40 to turning.
Overall, is it worth the investment, and furthermore, what consoles are worth putting onto them?
I recommend you get a different ship... the Bortasqu' wasn't anything close to what I thought it would be....I fly a fleet Tor'Kaht now personally. Problem with the Bortasqu' is that it's bulky... but doesn't have the heals neccessary to repair all that hull in a timely fashion. If you don't have amazing gear for it... it's a flying death trap believe it or not. Also the consoles minus the Subspace Snare are pretty terrible. the HoH'SuS tends to disappear mid combat only to make you wait 4 mins to summon another one, and the Disruptor Autocannon is weak as hell... it's like I can get more DPS out a Mk XI disruptor dual heavy cannon with rapid fire 1. They may boost these abiltiies in the future but I'm not sure they will.
If you DO get them. Don't use RCS consoles. They're useless on the Bortasqu to be honest. It's a percentage of your current max... so say your max turn rate is 8... that would be 8 times 1.4(40%) to get your new turn rate. Each RCS you add is another 40% of that 8 degrees. It's a VERY small bonus and you'd be better off trying to live with resistance consoles.
I wanted to like the Bortasque- Really, I did. Tried just about every conceivable setup with mine, though, and frankly found it lacking compared to other ship options that can fill the same intended roles.
I think the person above me already gave the main points to watch if you do get it.
Centurion Tenir - R.R.W. Taldor
Legacy of Romulus, Round One Closed Beta Tester
"The Republic may need to work with Starfleet and the Klingons now, but trust neither of them."
Running the TAC Bortasqu' with a tactical captain at the moment and I am loving it.
But I will agree with was said here, you really need some quality gear before you can get into an elite STF or something like that without exploding every five minutes.
Also the ship is very different in handling compared to the other KDF battlecruisers. Avoid unless you know how to handle something like a Galaxy or Gal-X. Careful combination of Batteries, Evasive and Deuterium Burn are needed just to react to new enemy groups, something almost any other KDF ship can do without problem.
I have mine setup as an alpha striker, and the only bortasqu' console I use is the disruptor autocannon. It is really a nice addition to the alpha strike if you can handle the energy drain of 9 energy weapons shooting at once(EPTW3+DEM3+Marion for me). The console is otherwise useless.
The Bortas is a great ship in my opinion. Kept my KDF tac in it for quite a long time now.
However, you have to be willing to deal with all the drawbacks, the biggest being it's size and lack of turn.
Max skill in impulse thrusters, Aux to Dampeners, Evasives, Deuterium Surplus, etc. However...one thing in particular is EXTREMELY useful for this ship:
Subspace Jump.
That can totally nullify for at least a few seconds your turn rate by making you 'teleport' with all your front guns pointed right at the enemy.
Now, note that 1. Subspace jump and subspace snare do share a 30 second global CD. and 2. If cloaked, using Subspace jump will de-cloak you.
A few other big pointers to keep in mind:
Reverse is your friend. When you pop all those turn-rate buffs, turn in reverse. It's much less painful that way.
It CAN make usage of cannons, and not just single cannons. You just have to be willing to adjust your tactics accordingly.
It CAN alpha strike even with it's more easily seen cloak. Again, just have to adjust yourself.
On the consoles: The Hoh'sus is pretty wimpy. It can put out some good damage, but dies pretty quickly regardless; still better than the Aquarius off the Odyssey though.
The Subspace Snare isn't as useful in PvE though, because it can be used as a griefing tool (albeit rarely), and sometimes 'borrowing' an enemy ship can be annoying to your teammates if they were about to kill it. In PvP much of the same applies, along with 3 abilities that can provide immunity to it: Attack Pattern Omega, Reverse Shield Polarity, and Polarize Hull. Also, the snare doesn't work on Borg Cubes/Tac Cubes
On the Autocannon. It's only really weak (or may seem weak) on a non-tac. Because with the power of 125 weapons, up to 5 disruptor consoles, and a full alpha strike, it can be down right brutal in the sheer power you can crank out of this thing.
The cannon also, unlike other 'superweapons' like the Andorian Cannon Overload, a Beam Overload, Phaser Lance, etc, don't drain a huge amount of weapon power. Instead it's treated like a normal weapon, and will only drain 10 power accordingly if you are firing other weapons. It does still have a charge-up time, so keep that in mind.
Here's a couple general builds for you:
For this first one, use the science version. It's mostly meant as a 'getting used to it' build.
Equipment:
Weapons:
Fore: 3 single cannons and a torpedo, or 4 single cannons
Aft: 4 turrets. Or 3 turrets and like the cutting beam or a mine.
Shield/Engine/Deflector: Honestly anything works. Honor Guard set or Adapted Honor Guard is my preference.
Consoles:
Engineering: 3 Neutronium Alloy, Subspace Jump
Science: 2 shield boosting consoles (be it shield heal boost, shield regen, or shield capacity, your choice)
Tactical: 4 damage boosting consoles of your energy type.
BOFFs:
Cmdr engineer: E-power to shields 1, RSP 1, Aux to Dampeners 2, Aux to SIF 3
Lt. Cmdr Universal (Engineer): E-power to shields 1, RSP 1, Your choice.
Lt. Tac: TT 1, Cannon Rapid Fire 1
Lt. Sci: TSS 1 and HE 2, or switch em. Also Polarize Hull 1 and HE 2 is good.
Ensign universal (Tac): TT 1
DOFFs: 3 SDO DOFFs, and two of your choice
Devices: Subspace field modulator, Deuterium Surplus, Aux batteries (engines can work as well instead), weapon batteries.
A very selfish-healing and semi-tanking build, pretty much it's designed around getting used to the Bortas. No real uniqueness to it, just keep in mind the subspace jump console is very useful. It'll put out a decent enough amount of DPS to pull it's (VERY) large weight in PvE content.
Now here's basically my DPS build on the Tac version while running it with a tac officer:
Equipment:
Weapons: 4 Polarized Disruptor DHCs, 4 of the same, but in turrets in the back.
I also use the Mk XII Honor Guard space set.
Consoles:
Engineer: 2 Neutronium Alloy, Subspace Jump, Disruptor Autocannon
Science: Mk X Emitter Array with the plasma proc and reduces threat
Tac: 5 Disruptor consoles
BOFFs:
Cmdr engineer: E-power to shields 1, RSP 1, Aux to SIF 2, Aceton Beam 3*
Lt. Cmdr Universal (tac): TT 1, CRF 1, APO 1
Lt. Tac: TT 1, CSV 1 (can be switched to another rapid fire 1, it's mostly for AoE in STFs)
Lt Sci: TSS 1, HE 2
Ensign universal (sci): Tractor Beam 1
DOFFs: 3 SDO DOFFs, two of your choice.
Devices: Subspace field modulator, Deuterium Surplus, Engine Batteries, Weapon batteries
*I only use Aceton Beam because the BOFF came with it. If you can afford them, Marion DOFFs on the KDF side are REALLY useful with this build. I'm dirt poor atm, so I can't buy em or else I'd recommend those. (If someone wants to help with those DOFFs btw, I'd be open for it. )
Now, to actually answer your question...Maybe. It CAN be worth it if you are willing to change your gameplay for the ship. It's not like flying other battlecruisers. It has be treated for what it is: A siege weapon.
It's RPing a little when I say this, but it isn't really meant to be a 'small target killer' because it has no turn to do it. Even beams on this thing won't truly help because even a slower target can get around the Bortas fairly quickly. But unlike any other cruiser in the game, this thing can take a Borg torp to the face, give the Borg a Klingon-middle finger, and deal even more damage instantly back to em for it.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
My Gorn Eng. is in a Tac Bortasqu' and I wouldn't trade it for anything. It's the Tyrannosaurus rex of battlecruisers.
The Hoh'SuS and subspace snare are only really useful in solo PvE but I run with them in fleet actions anyway because the whole set provides a nice tactical bonus.
Mimey's builds look solid and there's plenty of others floating around out there that work amazingly well.
The thing to remember though is that the Bortasqu' is a silly ship. You have to do silly things to it to make it work. Once you come up with a combination of weapons, equipment and abilities that makes you laugh every time you bring it into battle, you know you've built it right.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
Of all the ships in the KDF arsenal, the Bortasqu ships are by far the most polarizing. You either love it or hate it, but I honestly think more hate it.
I have the ships, but I don't advise you getting them. It turns abysmally slow, as slow as the Vo'Quv Carrier, but you don't have hangar pets to help you out. I can't stress enough how terrible this thing turns, RCS consoles included or not.
The only console of the entire package I like is the Disruptor Autocannon. Used right in a decloaking alpha strike, it's damn powerful. But since it is a cannon, you need to be up close to maximize its damage potential. If the target is moving, that can be tricky for the terrible turn rate of the Bortasqu. It can be done, and it takes alot of patience, and can be pretty rewarding, but this console is dependent on the ship's weakest trait, turning. It is an art form to use this weapon right.
If you're used to zipping around in a BOP, Guramba, Raptor, or even other cruisers like a Negh'Var, you will absolutely hate how the Bortasqu handles. It's that bad.
If you want a maneuverable battlecruiser yet is sturdy as hell, anything related to the Vor'Cha, the Negh'Var, and Fleet K'T'Inga are great. Hell, the Fleet K'T'Inga is just as rugged and has an insane 11 turn rate (Vor'Chas are 10, Negh'Var 9).
If you want a cruiser that can hammer someone hard, the Fleet Vor'Cha / Torkhat is the answer.
If you want a Science Cruiser, the Veranus, Fleet Corsair Hangar Deck Cruiser is a better answer. The Veranus is the only pure science ship in the entire KDF lineup. The Fleet Corsair is strong in Eng & Sci abilities, while possessing 1 hangar slot. Heck, you *can* make the Bortasqu a Sci Cruiser, but no variant of the ship offers more than 2 Science Consoles. So any other ship in the KDF lineup is a better Science Ship.
In short, if you want damage capability, survivability, and potential Science use, there's better choices out there in the KDF ship lineup. Choices that will not leave you like a dying, beached whale in the midday sun.
Some noob in a Galaxy Class will run circles around you.
I got the Borta pack and I use the 5 tac console Borta on my tac. It blows. I run Cannons, turrets, phaser beams on it. It does alot of dps for a cruiser and I'm happy with it. I only use the disruptor auto cannon in stfs, and maybe the BoP separation in fleet marks and other things like ROmmie sector patrol.
I'd recommend the Borta pack, since all of Borta are good for their respective carriers. But I'd recommending mainly equiping the disruptor auto cannon. It's the only one worth it in my opinion.
This description is probably most fitting.
And like another player said, you either love or hate the Bortasqu'. Personally, I think it's still the best ship in the game. The Bortasqu' pack was the first C-Store purchase I made and have never looked back or regreted it. Still use it as my main ship and don't expect that to change any time soon.
The thing is - just don't expect to fly it like any other KDF battlecruiser or especially any other KDF ship out there. It's a completely another type of a beast. Maybe the best comparison would be some Federation cruisers, but that wouldn't do it justice as well. With the Bortasqu' you have to be prepared to a completely different style of play, but if you manage to adjust to it, it will be most rewarding, believe me.
The thing can dish out ludacris amounts od DPS and make a hole in everything that finds itself in its path. Don't bother with RCS consoles, it's a waste of space - you want to try working around it with set/engine bonuses or Doff powers. Even so, don't expect it to turn very fast - it's a humongous ship. Also, reverse is your friend. Out of universal consoles I use the plasmonic leach and also isometric charge/subspace jump on ocassions. It's true that you need to have the best equipment to unleash its full potential, but once you outfit it properly it's turns into the most menacing thing in space. You also might need to work with more than one set of weaponry depending on the ocassion. I have a couple of sets depending on the situation I expect to be in. I don't have issues getting DHC on target, especially in PvE. They are all disruptors, ofcourse. Or you can go with polarized disruptors or any combination you like, just remember that you need weapons that can be boosted with disruptor induction coils to get the best out of the autocannon. And remember - it's a hull not a shield tank.
The best thing about it for me - it refuses to die. ever. period. That thing can take silly amounts of punishment and behave like it's nothing to be worried about. I'm actually worried about my Klingon captain not having the opportunity to die in a glorious battle and voyage to Sto'vo'kor because of this ship. :P
At this point, I don't really care what STO throws at me - Romulans, JHAS, Borg, "Silent Enemies", Iconians....whatever. I know this ship will take care of them all!
The best thing is to think about it and see what type of play you most enjoy. If you are a fast pilot and enjoy zipping around enemy ships, making fast alpha-strikes and then dissapear you're going to hate it. If you want the "Tyrannosaurus Rex" of battlecruisers like Sander said, that can outlive anything enough to bite a huge chunk of that opposing ship and deal a deathly blow, you mind grow to like the ship.
The only thing worthwhile that Bortas brings to the table is the universal bridge officer slots, and you are paying dearly for them with agility. Don't forget that agility = the ability to assume and maintain the proper firing stance = firepower. Fleet Negh'var makes a great engy-engy tank and moves better. Fleet Tor'kaht make a great engy-tactical gunship and moves better. Fleet Corsair makes a great engy-science hybrid support ship, moves better, and has a fighter bay. There's basically nothing Bortas does better than any other KDF ship. It's a mutation of mediocrity. The only people who should look into buying a Bortas are people who absolutely must have universal bridge officer slots on big ships and for some reason have ruled out the much superior Recluse Carrier.
For me, it's difficult, mainly because I can't buy a fleet Negh'var, or fleet Tarquht.
I love the Orion Ships, don't get me wrong, just that, I want a pure Klingon Vessel to be able to hammer it out with DBBs and Cluster Torpedos, and a couple Beam Arrays a mine, and a turret to the rear.
I plan to outfit it with pure phased polaron, and my mk 12 Jemmie space set. I have DOffs that have faster torpedo reload, faster turn, and faster beam bank recharge and criticals (so much so, that my entire space section is active) In some cases I can fire my transphasics back to back in just seconds after the last one. (It's hilarious watching BoP torpedoboat players whine and cry about it, it gets truly hilarious)
It's definitely between the Negh'Var and the Bartasque, just the fleet Negh'Var I don't have any access too.
Many fleets sell access to their shipyards. I'm sure somebody would set you up if you decided to pursue that route. Don't let that be an obstacle to getting the ship you want.
Is it worth paying the $50 to get the Bartasque set?
Are the modules they get worth paying for to mount into a single barasque?
What I was thinking:
Quad Disruptor Cannons (they have higher DPS than my mk 12 phased polaron dual heavy cannons dmgx3)
Ho'Sus mod
Teleport Mod
And the point defense platform the third gets
several RCS
But the biggest dilemna I have, is that I have the mk 12 Jem'Hadar space set, which heavily buffs my turning rate as it is. And I have several RCS VRs with 40 to turning.
Overall, is it worth the investment, and furthermore, what consoles are worth putting onto them?
Buy 5 different 1000 zen KDF ships :P That will help add to Cryptic/PWE's data. Proving that people are buying more ships.
It's a hard ship to get the hang of, but it certainly can be fun once you do. Its cumbersome mass is probably one of the most jarring quirks(dropping out of full impulse at 18k so you have time to decelerate instead of sliding straight on past an encounter, etc.).
I sadly cannot recommend the entire bundle though, it just doesn't have the console slots to waste on it. RCS is quite useless on it, you'll get a lot more mileage out of attack pattern omega and evasive maneuvers(and reversing to j-turn). I also prefer the Subspace Jumper console from the 1500zen BoP over the science Bortas's console - it helps far more with the movement issue while still doing effectively the same thing.
One thing of note about the Quad cannons, they use the Dual Cannon firing cycle instead of the Dual Heavy Cannon firing cycle. That said, don't fall for the trap of using the Bortas as a blaster-boat. Mixing in some dual cannons will give the beast some nice forward bite, but beams are going to be required for anything that gets out of that very narrow firing arc.
Lastly, the massive hull of the ship can take some punishment, but it's role in combat is closer to that of a battering ram or fixed cannon emplacement - it's not as much of a tank as just a really big weapon's platform.
Personally, my experience with the Bortasqu' has been far different from most, when i first thought of getting it, i had one thought: DPS. After my first few battles i felt it was a bit of false advertising. The Bortasqu' is NOT a Battlecruiser, she is a Battleship. A ship of the line that may not turn well or be speedy, but if designed well can punch like the Hulk on meth. The Bortasqu', i'd say, is a Tactical captains ship, though it's good with an Engineer too.
If you're a tac and want a siege weapon that when it hits it hurts, but takes effort to get it into position, i'd say yes to the 3-pack, the consoles individually aren't much, but combined with the tactical boost and an Autocannon that can get up to 9k per shot (I have done this regularly in STF's and in 1vs1s with other players) it is a dream. I've tried the Tor'kaht and yes it's 'easier' to fly, but it lacks the alpha strike potential.
As for the turning, i recommend well time use of subspace snare, evasive maneuvers and tractor beams.
If you're an eng load the Command (Sci) version up on heals and weapon power boosts and it has a broadside that could hurt almost anything.
Is it worth paying the $50 to get the Bartasque set?
Are the modules they get worth paying for to mount into a single barasque?
What I was thinking:
Quad Disruptor Cannons (they have higher DPS than my mk 12 phased polaron dual heavy cannons dmgx3)
Ho'Sus mod
Teleport Mod
And the point defense platform the third gets
several RCS
But the biggest dilemna I have, is that I have the mk 12 Jem'Hadar space set, which heavily buffs my turning rate as it is. And I have several RCS VRs with 40 to turning.
Overall, is it worth the investment, and furthermore, what consoles are worth putting onto them?
I don't think any ship or ship package is worth $50.
[SIGPIC][/SIGPIC] ***Disenchanted***
Real Join Date: Monday, 17 May 2010
Those who say that the bortasqu ship or the pack is worthless they just dont know
what their saying.this ship is the best the kdf can offer if you get used to it.put the quad bannons and heavy disr and turrets and youll be ready to
R rock believe me.dont read those ndgative comments.many times the ships are ok and the captains who drive em are the bad ones.
Is it worth paying the $50 to get the Bartasque set?
Are the modules they get worth paying for to mount into a single barasque?
What I was thinking:
Quad Disruptor Cannons (they have higher DPS than my mk 12 phased polaron dual heavy cannons dmgx3)
Ho'Sus mod
Teleport Mod
And the point defense platform the third gets
several RCS
But the biggest dilemna I have, is that I have the mk 12 Jem'Hadar space set, which heavily buffs my turning rate as it is. And I have several RCS VRs with 40 to turning.
Overall, is it worth the investment, and furthermore, what consoles are worth putting onto them?
its one of the worst ships in the game. you would be better off getting a karfi instead.
I don't think the pack is worth $50, or at least I don't think that 2 consoles are worth the additional $25, when compared to a single purchase. While the ship itself is nice, the 3-ship bundle lack the goodies the newer ones get.
You don't get different costumes and all 3 versions have the same Boff-setup. The consoles are too situational to be really useful and you'll more likely be better off if you mount normal, high-quality ones.
The ship performs very well as she was designed. A heavy cruiser with alpha strike potential and a big siege weapon.
If that sounds appealing, then she is a fine ship. If you are the type of person that complains about ship turn rate, steer clear. If you are one of those people that think a cruiser should out DPS a well built and flown escort, try something else.
If you are KDF side and want a ship that can take whatever you throw at it, and still come back to dump its auto-cannon in its face, she rocks. Weak pilots need not apply, tho.
Edit: On a Bort especially I don't run beams, other then one for BO. I run one double cannon, 2 single cannons, and the DBB up front, with KCB and turrets in the back. That way when I can get front 45 my DHC gets the benefit of my CSV or CRF, and when I'm forced by circumstance out of that arc, I can keep them in my front 180 for most of my damage, anyway.
Edit2: Damn you thread... Now I want to fly my Bortasqu... Which means instead of playing today I get to try and make sense of whatever state I last left my tac... Half building a Gumby I think...
I once again match my character. Behold the power of PINK!
Fleet Admiral Space Orphidian Possiblities Wizard
If...the ship appeals to you
If.. you can put together a load out the compliments your character captain for that ship.
If.. just remotely you think you'll get a kick out of drivng what is damd near the biggest ship in the game that can use all three of its modules at the same
Then its prolly worth it.. Go for it, have fun!
P.S. If it just so happens that you get everything cranked up right and you unload an alpha at range 5 some things prolly gonna die what with normal weapons fire, that disruptor nasty thingy, your private gun boat BOP tossing in its 2 cents worth.. yep.. being on the recieving end of this ship is not a nice place to be..its just with its turn mode that it can be damd hard to arrange!
The big Berta ... no, I meant the big BortasQ is not a bad ship, but not a very impressive ship either.
In STFs you can do alot of damage by using DHCs with 5 tac consoles or by 4 tac consoles + sensor analysis (my favorite).
However, your turn rate and inertia will hinder you in bringing your weapons to strike. Espcacially if you draw aggro, though the BortasQ is tough, it lacks speed and turn to quickly redraw to recover. A Fleet Torkhat will do better in tanking, because in addition to high tier eng powers, it can even be used to speed tank like an escort. So to be tanky with the BortasQ, beams are necessary to get at least some defense bonus by circling around the target.
In PvP only turrets builds are viable, since your turn rate is even too low to use beams efficiently. However, turrets + sensor analysis + DEMIII is killer :P
I barely use mine any more. That said, I do so wish they made it more like the Multivector Escort - giving you an option of choosing to control the BoP or the Battle Cruiser when the Hoh'Sus is launched...
Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond[SIGPIC][/SIGPIC]'Iw HaH je Hoch! ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3 A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome. Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
Those who say that the bortasqu ship or the pack is worthless they just dont know
what their saying.this ship is the best the kdf can offer if you get used to it.put the quad bannons and heavy disr and turrets and youll be ready to
R rock believe me.dont read those ndgative comments.many times the ships are ok and the captains who drive em are the bad ones.
Would you, as the magnificent warfighter that you are, put more points to show how great this ship pack is for the cost of $50? Alot of very descriptive points have been put out justifying the purchase or not.
There's far more to being a good captain than slapping some cannons on a ship :rolleyes:
Is the Bort worth fifty bucks? My view is that it, unlike the Oddyssey it's based on, no. It's not. Firepower means nothing if you can't bring it to bear, toughness means nothing if you can't escape the rain of fire, and the ability to mount DHC's means nothing if you can't get nose-on-target.
For $50 I should be able to be a strong asset in PvP, as well as handling STF's and other environment missions. The Bort requires a VERY specific build to be effective in STF, and a different build to be effective in PvP-and the latter it's only mediocre at best.
In terms of Tankiness-the Fleet Tor'Kaht costs about $25 in fleet modules, can tank hull, shield, and speed, can apply it's potential damage (better) and can make full use of its' abilities in any content. The Negh'var is a better tank/healer with better ability to apply ITS damage, the Vorcha R has the same gift.
When players Fedside talk about KDF cruisers being "Superior" they're not talking about the Bortas, they're talking about ships that are generally cheaper to obtain, more widely available, with a broader curve of usefulness that don't require a very narrow playing style to be effective.
The Bort suffers greatly from simply being a Federation ship in a Klingon costume-in that a KDF ship's graces are defects on that specific chassis, but it lacks the graces of a Federation ship with similar stats.
Not to say people aren't buying it NOW, mind-the hype it has gotten from Cryptic (including being made "The Flagship of the Empire" and Ja'Rod showing up in the Tau Dewa missions doing things with it that are flatly unlikely if not impossible to replicate as a player) and the influx of new players trying to be 'cool' has helped it somewhat in terms of sales-but in terms of value, it really is no wonder that Cryptic didn't make money off of it-the KDF has better ships already in the inventory at significantly lower price.
Valid points, highlighted for ones that I highly agree with.
Simply put, other KDF cruisers are better at being a battlecruiser or traditional cruiser while not acting like a beached whale in a mid-summer's day.
Would you, as the magnificent warfighter that you are, put more points to show how great this ship pack is for the cost of $50? Alot of very descriptive points have been put out justifying the purchase or not.
There's far more to being a good captain than slapping some cannons on a ship :rolleyes
you want some valid points? i'll put em with numbers so you can understand and not play as the idol of the forum:
1. The great bortasqu's hull compesates its slow turn-rate so this wont be a big issue (even more if you put the right shields, engineering consoles and hull abilities)
2. Its unique and incomparable weapon damage adding a plasmonic leech and the sensor scan (which already comes with the command ship) grants you a masive destruction
3. Having the 3 consoles grants you an important reduced time of all them, including the destructive cannon reduced to less than 2 minutes. Its up to the player to use them 3 or not
4. If you get used to fly it and knowing how to scape when your in possible danger (this hardly happens) you can tank whatever is in front of you and destroy it in matter of seconds...
I can manage finishing a borg distress alert ALMOSTby myself (note: im saying ALMOST) and taking down kitomer cubes in minutes.
5.Im not a great pilot, you dont need to be an expert to put infront of the enemy and pull the trigger, im not playing races here, im killing ships,spheres and cubes
6. So in the end almost any moron like me can drive it and wont regret it after getting used to it for a while.
you want some valid points? i'll put em with numbers so you can understand and not play as the idol of the forum:
1. The great bortasqu's hull compesates its slow turn-rate so this wont be a big issue (even more if you put the right shields, engineering consoles and hull abilities)
2. Its unique and incomparable weapon damage adding a plasmonic leech and the sensor scan (which already comes with the command ship) grants you a masive destruction
3. Having the 3 consoles grants you an important reduced time of all them, including the destructive cannon reduced to less than 2 minutes. Its up to the player to use them 3 or not
4. If you get used to fly it and knowing how to scape when your in possible danger (this hardly happens) you can tank whatever is in front of you and destroy it in matter of seconds...
I can manage finishing a borg distress alert ALMOSTby myself (note: im saying ALMOST) and taking down kitomer cubes in minutes.
5.Im not a great pilot, you dont need to be an expert to put infront of the enemy and pull the trigger, im not playing races here, im killing ships,spheres and cubes
6. So in the end almost any moron like me can drive it and wont regret it after getting used to it for a while.
peace out
I see you're talking about PVE. You can get away with anything in PVE. My experience with my dislike of this ship package is due to what it offers in PVP. In PVP, you can't get away with everything, because players are a whole different threat altogether. That said...
The Bortasqu console set is a tad on the underwhelming side. The Disruptor autocannon is great. I can see uses for the teleportation one for others, but it's not my cup of tea. Because if a target is worrisome enough, i.e. maneuverable enough that you need to use this ability, chances are they will quickly move away once the 2 second engine disable is done. Then they will be on your rear before you can say, "D**N." But the Hoh'sus BOP console? That thing is absolutely useless and just rewards the other team with minor XPs with its destruction. It doesn't do squat. So to get the 3 piece console's most desirable bonus, the set cooldown reduction, you have to mount a totally useless console (Hoh'Sus), and 1 console that's underwhelming in what it's supposed to do because the disable lasts as long as an eyeblink.
The hull is among the highest in the game. But it does not make up for the total lack of maneuverability. The Vo'Quv and JHDreadnought are just as terrible in turning, but at least they have traits, i.e. hangars, to offset that problem. The shield mod is nothing special, just standard Cruiser mods. The only thing your Engineering Consoles will do is mount + Shield Power mods to directly support your shielding ability. The ones you want to really impact shields, i.e. shield capacity and regen rates are SCIENCE consoles. Which the most Sci consoles you'll see is 2 of the proper cruiser in the package.
If you really want the 3 piece console bonus, you will be quickly looking at sacrificing critical console space. I know you're not going to give up Tac. I know you are so tempted to put in RCS consoles (which do little for this ship), or subsystem power mods, or just as importantly above all else, Armor since you will be getting blasted alot in PVP. Oh, that means sacrificing those 1 or 2 Sci console slots. So much for + shield capacity and regen, all for installing 2 dubiously valuable consoles.
And to further retread a point I made earlier in the thread, you for most parts will be mounting cannons on this beast. And that is where the horrid turn rate hurts this ship the most in PVP. If you really felt the need to mount the Disruptor Autocannon to begin with, chances are, you mounted DHCs to maximize the accompanying fire with that console. This is where that turn rate hurts the ship and this powerful console. Because in PVP, players are far, far more nimble and have their share of escapes if they are even half-competent in PVP.
You can get away in PVE by parking that cruiser and wailing away if you are indeed mounting DHCs / DCs / Dual Beam Banks to maximize front arc time on target. But in PVP? That will get you killed fast, fast, fast.
I will say this about the Bortasqu... It is a magnificent target for the Federation. Once out of cloak, and once that powerful decloaking alpha strike is done, its uses are mitigated and is a juicy target. All because the maneuverability of the Bortasqu' cruisers hamper this ship that badly.
This ship package tries to retain the characteristics of KDF battlecruisers. But maneuverability as a cruiser is the most important trait of Klingon battlecruisers. You need it to have alot more time of putting that front arc towards threats, and those threats in PVP are dang shifty. The Negh'Var, Vor'Cha, and Fleet K'T'Inga can do it with turn rates of 9, 10, and 11 respectively. But NOT with the turn rate of 5 of the Bortasqu' cruisers
1.) Turn rate increased to at least 8. Non-negotiable. KDF cruisers turn.
2.) Shield strength increased to x1.1, hull reduced to 40K. As per KDF standard, slighty less hull than Fed counterpart but equivalent shields.
3.) Consoles overhauled:
Disruptor autocannon changed to an actual gun mounted on the ship, being a cannon that only fires 1 shot at a time (not dual) with the 45 degree arc. Same DPS as a dual heavy cannon Mk XII, but a higher than ordinary chance of causing disruptor breaches. Does not respond to ordinary cannon abilities. Autocannon console changed to mimic Cannon: Rapid Fire 3 in its cooldown and performance profile, but only for this gun.
Subspace snare creates a Gravity Well 1 at target's end location when used, cooldown to 2 minutes.
BOP Buddy: When "destroyed", BOP limps back to ship. A 1 minute cooldown starts when it docks before it can be launched again. The huge increase in availability time is the only way to make this thing at all relevant.
4.) Set bonus overhauled:
2 piece bonus: +10 to skills starship energy weapons, projectile weapons, and targeting
3 piece bonus: +2.5 all power levels, +10 to skills hull repair and shield emitters
And that would make it a cruiser worthy of the KDF. I'd buy it. As-is, it's just a giant wallowing Federation style cruiser that is made obsolete by the fleet-level Negh'var, Vor'cha, and Corsair.
Comments
If you DO get them. Don't use RCS consoles. They're useless on the Bortasqu to be honest. It's a percentage of your current max... so say your max turn rate is 8... that would be 8 times 1.4(40%) to get your new turn rate. Each RCS you add is another 40% of that 8 degrees. It's a VERY small bonus and you'd be better off trying to live with resistance consoles.
I wanted to like the Bortasque- Really, I did. Tried just about every conceivable setup with mine, though, and frankly found it lacking compared to other ship options that can fill the same intended roles.
I think the person above me already gave the main points to watch if you do get it.
But I will agree with was said here, you really need some quality gear before you can get into an elite STF or something like that without exploding every five minutes.
Also the ship is very different in handling compared to the other KDF battlecruisers. Avoid unless you know how to handle something like a Galaxy or Gal-X. Careful combination of Batteries, Evasive and Deuterium Burn are needed just to react to new enemy groups, something almost any other KDF ship can do without problem.
I have mine setup as an alpha striker, and the only bortasqu' console I use is the disruptor autocannon. It is really a nice addition to the alpha strike if you can handle the energy drain of 9 energy weapons shooting at once(EPTW3+DEM3+Marion for me). The console is otherwise useless.
However, you have to be willing to deal with all the drawbacks, the biggest being it's size and lack of turn.
Max skill in impulse thrusters, Aux to Dampeners, Evasives, Deuterium Surplus, etc. However...one thing in particular is EXTREMELY useful for this ship:
Subspace Jump.
That can totally nullify for at least a few seconds your turn rate by making you 'teleport' with all your front guns pointed right at the enemy.
Now, note that 1. Subspace jump and subspace snare do share a 30 second global CD. and 2. If cloaked, using Subspace jump will de-cloak you.
A few other big pointers to keep in mind:
Reverse is your friend. When you pop all those turn-rate buffs, turn in reverse. It's much less painful that way.
It CAN make usage of cannons, and not just single cannons. You just have to be willing to adjust your tactics accordingly.
It CAN alpha strike even with it's more easily seen cloak. Again, just have to adjust yourself.
On the consoles: The Hoh'sus is pretty wimpy. It can put out some good damage, but dies pretty quickly regardless; still better than the Aquarius off the Odyssey though.
The Subspace Snare isn't as useful in PvE though, because it can be used as a griefing tool (albeit rarely), and sometimes 'borrowing' an enemy ship can be annoying to your teammates if they were about to kill it. In PvP much of the same applies, along with 3 abilities that can provide immunity to it: Attack Pattern Omega, Reverse Shield Polarity, and Polarize Hull. Also, the snare doesn't work on Borg Cubes/Tac Cubes
On the Autocannon. It's only really weak (or may seem weak) on a non-tac. Because with the power of 125 weapons, up to 5 disruptor consoles, and a full alpha strike, it can be down right brutal in the sheer power you can crank out of this thing.
The cannon also, unlike other 'superweapons' like the Andorian Cannon Overload, a Beam Overload, Phaser Lance, etc, don't drain a huge amount of weapon power. Instead it's treated like a normal weapon, and will only drain 10 power accordingly if you are firing other weapons. It does still have a charge-up time, so keep that in mind.
Here's a couple general builds for you:
For this first one, use the science version. It's mostly meant as a 'getting used to it' build.
Equipment:
Weapons:
Fore: 3 single cannons and a torpedo, or 4 single cannons
Aft: 4 turrets. Or 3 turrets and like the cutting beam or a mine.
Shield/Engine/Deflector: Honestly anything works. Honor Guard set or Adapted Honor Guard is my preference.
Consoles:
Engineering: 3 Neutronium Alloy, Subspace Jump
Science: 2 shield boosting consoles (be it shield heal boost, shield regen, or shield capacity, your choice)
Tactical: 4 damage boosting consoles of your energy type.
BOFFs:
Cmdr engineer: E-power to shields 1, RSP 1, Aux to Dampeners 2, Aux to SIF 3
Lt. Cmdr Universal (Engineer): E-power to shields 1, RSP 1, Your choice.
Lt. Tac: TT 1, Cannon Rapid Fire 1
Lt. Sci: TSS 1 and HE 2, or switch em. Also Polarize Hull 1 and HE 2 is good.
Ensign universal (Tac): TT 1
DOFFs: 3 SDO DOFFs, and two of your choice
Devices: Subspace field modulator, Deuterium Surplus, Aux batteries (engines can work as well instead), weapon batteries.
A very selfish-healing and semi-tanking build, pretty much it's designed around getting used to the Bortas. No real uniqueness to it, just keep in mind the subspace jump console is very useful. It'll put out a decent enough amount of DPS to pull it's (VERY) large weight in PvE content.
Now here's basically my DPS build on the Tac version while running it with a tac officer:
Equipment:
Weapons: 4 Polarized Disruptor DHCs, 4 of the same, but in turrets in the back.
I also use the Mk XII Honor Guard space set.
Consoles:
Engineer: 2 Neutronium Alloy, Subspace Jump, Disruptor Autocannon
Science: Mk X Emitter Array with the plasma proc and reduces threat
Tac: 5 Disruptor consoles
BOFFs:
Cmdr engineer: E-power to shields 1, RSP 1, Aux to SIF 2, Aceton Beam 3*
Lt. Cmdr Universal (tac): TT 1, CRF 1, APO 1
Lt. Tac: TT 1, CSV 1 (can be switched to another rapid fire 1, it's mostly for AoE in STFs)
Lt Sci: TSS 1, HE 2
Ensign universal (sci): Tractor Beam 1
DOFFs: 3 SDO DOFFs, two of your choice.
Devices: Subspace field modulator, Deuterium Surplus, Engine Batteries, Weapon batteries
*I only use Aceton Beam because the BOFF came with it. If you can afford them, Marion DOFFs on the KDF side are REALLY useful with this build. I'm dirt poor atm, so I can't buy em or else I'd recommend those. (If someone wants to help with those DOFFs btw, I'd be open for it.
Now, to actually answer your question...Maybe. It CAN be worth it if you are willing to change your gameplay for the ship. It's not like flying other battlecruisers. It has be treated for what it is: A siege weapon.
It's RPing a little when I say this, but it isn't really meant to be a 'small target killer' because it has no turn to do it. Even beams on this thing won't truly help because even a slower target can get around the Bortas fairly quickly. But unlike any other cruiser in the game, this thing can take a Borg torp to the face, give the Borg a Klingon-middle finger, and deal even more damage instantly back to em for it.
The Hoh'SuS and subspace snare are only really useful in solo PvE but I run with them in fleet actions anyway because the whole set provides a nice tactical bonus.
Mimey's builds look solid and there's plenty of others floating around out there that work amazingly well.
The thing to remember though is that the Bortasqu' is a silly ship. You have to do silly things to it to make it work. Once you come up with a combination of weapons, equipment and abilities that makes you laugh every time you bring it into battle, you know you've built it right.
...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
- Anne Bredon
I have the ships, but I don't advise you getting them. It turns abysmally slow, as slow as the Vo'Quv Carrier, but you don't have hangar pets to help you out. I can't stress enough how terrible this thing turns, RCS consoles included or not.
The only console of the entire package I like is the Disruptor Autocannon. Used right in a decloaking alpha strike, it's damn powerful. But since it is a cannon, you need to be up close to maximize its damage potential. If the target is moving, that can be tricky for the terrible turn rate of the Bortasqu. It can be done, and it takes alot of patience, and can be pretty rewarding, but this console is dependent on the ship's weakest trait, turning. It is an art form to use this weapon right.
If you're used to zipping around in a BOP, Guramba, Raptor, or even other cruisers like a Negh'Var, you will absolutely hate how the Bortasqu handles. It's that bad.
If you want a maneuverable battlecruiser yet is sturdy as hell, anything related to the Vor'Cha, the Negh'Var, and Fleet K'T'Inga are great. Hell, the Fleet K'T'Inga is just as rugged and has an insane 11 turn rate (Vor'Chas are 10, Negh'Var 9).
If you want a cruiser that can hammer someone hard, the Fleet Vor'Cha / Torkhat is the answer.
If you want a Science Cruiser, the Veranus, Fleet Corsair Hangar Deck Cruiser is a better answer. The Veranus is the only pure science ship in the entire KDF lineup. The Fleet Corsair is strong in Eng & Sci abilities, while possessing 1 hangar slot. Heck, you *can* make the Bortasqu a Sci Cruiser, but no variant of the ship offers more than 2 Science Consoles. So any other ship in the KDF lineup is a better Science Ship.
In short, if you want damage capability, survivability, and potential Science use, there's better choices out there in the KDF ship lineup. Choices that will not leave you like a dying, beached whale in the midday sun.
Some noob in a Galaxy Class will run circles around you.
I'd recommend the Borta pack, since all of Borta are good for their respective carriers. But I'd recommending mainly equiping the disruptor auto cannon. It's the only one worth it in my opinion.
EPG builds / SCI ground enthusiast
No need to stick around at 5 turn speed
This description is probably most fitting.
And like another player said, you either love or hate the Bortasqu'. Personally, I think it's still the best ship in the game. The Bortasqu' pack was the first C-Store purchase I made and have never looked back or regreted it. Still use it as my main ship and don't expect that to change any time soon.
The thing is - just don't expect to fly it like any other KDF battlecruiser or especially any other KDF ship out there. It's a completely another type of a beast. Maybe the best comparison would be some Federation cruisers, but that wouldn't do it justice as well. With the Bortasqu' you have to be prepared to a completely different style of play, but if you manage to adjust to it, it will be most rewarding, believe me.
The thing can dish out ludacris amounts od DPS and make a hole in everything that finds itself in its path. Don't bother with RCS consoles, it's a waste of space - you want to try working around it with set/engine bonuses or Doff powers. Even so, don't expect it to turn very fast - it's a humongous ship. Also, reverse is your friend. Out of universal consoles I use the plasmonic leach and also isometric charge/subspace jump on ocassions. It's true that you need to have the best equipment to unleash its full potential, but once you outfit it properly it's turns into the most menacing thing in space. You also might need to work with more than one set of weaponry depending on the ocassion. I have a couple of sets depending on the situation I expect to be in. I don't have issues getting DHC on target, especially in PvE. They are all disruptors, ofcourse. Or you can go with polarized disruptors or any combination you like, just remember that you need weapons that can be boosted with disruptor induction coils to get the best out of the autocannon. And remember - it's a hull not a shield tank.
The best thing about it for me - it refuses to die. ever. period. That thing can take silly amounts of punishment and behave like it's nothing to be worried about. I'm actually worried about my Klingon captain not having the opportunity to die in a glorious battle and voyage to Sto'vo'kor because of this ship. :P
At this point, I don't really care what STO throws at me - Romulans, JHAS, Borg, "Silent Enemies", Iconians....whatever. I know this ship will take care of them all!
The best thing is to think about it and see what type of play you most enjoy. If you are a fast pilot and enjoy zipping around enemy ships, making fast alpha-strikes and then dissapear you're going to hate it. If you want the "Tyrannosaurus Rex" of battlecruisers like Sander said, that can outlive anything enough to bite a huge chunk of that opposing ship and deal a deathly blow, you mind grow to like the ship.
The only thing worthwhile that Bortas brings to the table is the universal bridge officer slots, and you are paying dearly for them with agility. Don't forget that agility = the ability to assume and maintain the proper firing stance = firepower. Fleet Negh'var makes a great engy-engy tank and moves better. Fleet Tor'kaht make a great engy-tactical gunship and moves better. Fleet Corsair makes a great engy-science hybrid support ship, moves better, and has a fighter bay. There's basically nothing Bortas does better than any other KDF ship. It's a mutation of mediocrity. The only people who should look into buying a Bortas are people who absolutely must have universal bridge officer slots on big ships and for some reason have ruled out the much superior Recluse Carrier.
For me, it's difficult, mainly because I can't buy a fleet Negh'var, or fleet Tarquht.
I love the Orion Ships, don't get me wrong, just that, I want a pure Klingon Vessel to be able to hammer it out with DBBs and Cluster Torpedos, and a couple Beam Arrays a mine, and a turret to the rear.
I plan to outfit it with pure phased polaron, and my mk 12 Jemmie space set. I have DOffs that have faster torpedo reload, faster turn, and faster beam bank recharge and criticals (so much so, that my entire space section is active) In some cases I can fire my transphasics back to back in just seconds after the last one. (It's hilarious watching BoP torpedoboat players whine and cry about it, it gets truly hilarious)
It's definitely between the Negh'Var and the Bartasque, just the fleet Negh'Var I don't have any access too.
Buy 5 different 1000 zen KDF ships :P That will help add to Cryptic/PWE's data. Proving that people are buying more ships.
I sadly cannot recommend the entire bundle though, it just doesn't have the console slots to waste on it. RCS is quite useless on it, you'll get a lot more mileage out of attack pattern omega and evasive maneuvers(and reversing to j-turn). I also prefer the Subspace Jumper console from the 1500zen BoP over the science Bortas's console - it helps far more with the movement issue while still doing effectively the same thing.
One thing of note about the Quad cannons, they use the Dual Cannon firing cycle instead of the Dual Heavy Cannon firing cycle. That said, don't fall for the trap of using the Bortas as a blaster-boat. Mixing in some dual cannons will give the beast some nice forward bite, but beams are going to be required for anything that gets out of that very narrow firing arc.
Lastly, the massive hull of the ship can take some punishment, but it's role in combat is closer to that of a battering ram or fixed cannon emplacement - it's not as much of a tank as just a really big weapon's platform.
If you're a tac and want a siege weapon that when it hits it hurts, but takes effort to get it into position, i'd say yes to the 3-pack, the consoles individually aren't much, but combined with the tactical boost and an Autocannon that can get up to 9k per shot (I have done this regularly in STF's and in 1vs1s with other players) it is a dream. I've tried the Tor'kaht and yes it's 'easier' to fly, but it lacks the alpha strike potential.
As for the turning, i recommend well time use of subspace snare, evasive maneuvers and tractor beams.
If you're an eng load the Command (Sci) version up on heals and weapon power boosts and it has a broadside that could hurt almost anything.
I don't think any ship or ship package is worth $50.
***Disenchanted***
Real Join Date: Monday, 17 May 2010
what their saying.this ship is the best the kdf can offer if you get used to it.put the quad bannons and heavy disr and turrets and youll be ready to
R rock believe me.dont read those ndgative comments.many times the ships are ok and the captains who drive em are the bad ones.
its one of the worst ships in the game. you would be better off getting a karfi instead.
You don't get different costumes and all 3 versions have the same Boff-setup. The consoles are too situational to be really useful and you'll more likely be better off if you mount normal, high-quality ones.
If that sounds appealing, then she is a fine ship. If you are the type of person that complains about ship turn rate, steer clear. If you are one of those people that think a cruiser should out DPS a well built and flown escort, try something else.
If you are KDF side and want a ship that can take whatever you throw at it, and still come back to dump its auto-cannon in its face, she rocks. Weak pilots need not apply, tho.
Edit: On a Bort especially I don't run beams, other then one for BO. I run one double cannon, 2 single cannons, and the DBB up front, with KCB and turrets in the back. That way when I can get front 45 my DHC gets the benefit of my CSV or CRF, and when I'm forced by circumstance out of that arc, I can keep them in my front 180 for most of my damage, anyway.
Edit2: Damn you thread... Now I want to fly my Bortasqu... Which means instead of playing today I get to try and make sense of whatever state I last left my tac... Half building a Gumby I think...
Fleet Admiral Space Orphidian Possiblities Wizard
If...the ship appeals to you
If.. you can put together a load out the compliments your character captain for that ship.
If.. just remotely you think you'll get a kick out of drivng what is damd near the biggest ship in the game that can use all three of its modules at the same
Then its prolly worth it.. Go for it, have fun!
P.S. If it just so happens that you get everything cranked up right and you unload an alpha at range 5 some things prolly gonna die what with normal weapons fire, that disruptor nasty thingy, your private gun boat BOP tossing in its 2 cents worth.. yep.. being on the recieving end of this ship is not a nice place to be..its just with its turn mode that it can be damd hard to arrange!
In STFs you can do alot of damage by using DHCs with 5 tac consoles or by 4 tac consoles + sensor analysis (my favorite).
However, your turn rate and inertia will hinder you in bringing your weapons to strike. Espcacially if you draw aggro, though the BortasQ is tough, it lacks speed and turn to quickly redraw to recover. A Fleet Torkhat will do better in tanking, because in addition to high tier eng powers, it can even be used to speed tank like an escort. So to be tanky with the BortasQ, beams are necessary to get at least some defense bonus by circling around the target.
In PvP only turrets builds are viable, since your turn rate is even too low to use beams efficiently. However, turrets + sensor analysis + DEMIII is killer :P
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Would you, as the magnificent warfighter that you are, put more points to show how great this ship pack is for the cost of $50? Alot of very descriptive points have been put out justifying the purchase or not.
There's far more to being a good captain than slapping some cannons on a ship :rolleyes:
Valid points, highlighted for ones that I highly agree with.
Simply put, other KDF cruisers are better at being a battlecruiser or traditional cruiser while not acting like a beached whale in a mid-summer's day.
you want some valid points? i'll put em with numbers so you can understand and not play as the idol of the forum:
1. The great bortasqu's hull compesates its slow turn-rate so this wont be a big issue (even more if you put the right shields, engineering consoles and hull abilities)
2. Its unique and incomparable weapon damage adding a plasmonic leech and the sensor scan (which already comes with the command ship) grants you a masive destruction
3. Having the 3 consoles grants you an important reduced time of all them, including the destructive cannon reduced to less than 2 minutes. Its up to the player to use them 3 or not
4. If you get used to fly it and knowing how to scape when your in possible danger (this hardly happens) you can tank whatever is in front of you and destroy it in matter of seconds...
I can manage finishing a borg distress alert ALMOSTby myself (note: im saying ALMOST) and taking down kitomer cubes in minutes.
5.Im not a great pilot, you dont need to be an expert to put infront of the enemy and pull the trigger, im not playing races here, im killing ships,spheres and cubes
6. So in the end almost any moron like me can drive it and wont regret it after getting used to it for a while.
peace out
I see you're talking about PVE. You can get away with anything in PVE. My experience with my dislike of this ship package is due to what it offers in PVP. In PVP, you can't get away with everything, because players are a whole different threat altogether. That said...
The Bortasqu console set is a tad on the underwhelming side. The Disruptor autocannon is great. I can see uses for the teleportation one for others, but it's not my cup of tea. Because if a target is worrisome enough, i.e. maneuverable enough that you need to use this ability, chances are they will quickly move away once the 2 second engine disable is done. Then they will be on your rear before you can say, "D**N." But the Hoh'sus BOP console? That thing is absolutely useless and just rewards the other team with minor XPs with its destruction. It doesn't do squat. So to get the 3 piece console's most desirable bonus, the set cooldown reduction, you have to mount a totally useless console (Hoh'Sus), and 1 console that's underwhelming in what it's supposed to do because the disable lasts as long as an eyeblink.
The hull is among the highest in the game. But it does not make up for the total lack of maneuverability. The Vo'Quv and JHDreadnought are just as terrible in turning, but at least they have traits, i.e. hangars, to offset that problem. The shield mod is nothing special, just standard Cruiser mods. The only thing your Engineering Consoles will do is mount + Shield Power mods to directly support your shielding ability. The ones you want to really impact shields, i.e. shield capacity and regen rates are SCIENCE consoles. Which the most Sci consoles you'll see is 2 of the proper cruiser in the package.
If you really want the 3 piece console bonus, you will be quickly looking at sacrificing critical console space. I know you're not going to give up Tac. I know you are so tempted to put in RCS consoles (which do little for this ship), or subsystem power mods, or just as importantly above all else, Armor since you will be getting blasted alot in PVP. Oh, that means sacrificing those 1 or 2 Sci console slots. So much for + shield capacity and regen, all for installing 2 dubiously valuable consoles.
And to further retread a point I made earlier in the thread, you for most parts will be mounting cannons on this beast. And that is where the horrid turn rate hurts this ship the most in PVP. If you really felt the need to mount the Disruptor Autocannon to begin with, chances are, you mounted DHCs to maximize the accompanying fire with that console. This is where that turn rate hurts the ship and this powerful console. Because in PVP, players are far, far more nimble and have their share of escapes if they are even half-competent in PVP.
You can get away in PVE by parking that cruiser and wailing away if you are indeed mounting DHCs / DCs / Dual Beam Banks to maximize front arc time on target. But in PVP? That will get you killed fast, fast, fast.
I will say this about the Bortasqu... It is a magnificent target for the Federation. Once out of cloak, and once that powerful decloaking alpha strike is done, its uses are mitigated and is a juicy target. All because the maneuverability of the Bortasqu' cruisers hamper this ship that badly.
This ship package tries to retain the characteristics of KDF battlecruisers. But maneuverability as a cruiser is the most important trait of Klingon battlecruisers. You need it to have alot more time of putting that front arc towards threats, and those threats in PVP are dang shifty. The Negh'Var, Vor'Cha, and Fleet K'T'Inga can do it with turn rates of 9, 10, and 11 respectively. But NOT with the turn rate of 5 of the Bortasqu' cruisers
1.) Turn rate increased to at least 8. Non-negotiable. KDF cruisers turn.
2.) Shield strength increased to x1.1, hull reduced to 40K. As per KDF standard, slighty less hull than Fed counterpart but equivalent shields.
3.) Consoles overhauled:
Disruptor autocannon changed to an actual gun mounted on the ship, being a cannon that only fires 1 shot at a time (not dual) with the 45 degree arc. Same DPS as a dual heavy cannon Mk XII, but a higher than ordinary chance of causing disruptor breaches. Does not respond to ordinary cannon abilities. Autocannon console changed to mimic Cannon: Rapid Fire 3 in its cooldown and performance profile, but only for this gun.
Subspace snare creates a Gravity Well 1 at target's end location when used, cooldown to 2 minutes.
BOP Buddy: When "destroyed", BOP limps back to ship. A 1 minute cooldown starts when it docks before it can be launched again. The huge increase in availability time is the only way to make this thing at all relevant.
4.) Set bonus overhauled:
2 piece bonus: +10 to skills starship energy weapons, projectile weapons, and targeting
3 piece bonus: +2.5 all power levels, +10 to skills hull repair and shield emitters
And that would make it a cruiser worthy of the KDF. I'd buy it. As-is, it's just a giant wallowing Federation style cruiser that is made obsolete by the fleet-level Negh'var, Vor'cha, and Corsair.