I think a complete description of your ship would help. weapons, consoles, and everything that has an effect in power levels, like abilities,engines etc
you can use this http://www.stoacademy.com/tools/skillplanner/ or just describe what you have...
I'd put Field generators in place of power insulators and the MACO set (if you're fed) or Adapted KDF (if you're KDF)
Everything else looks fine to me.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
Mainly the shields, then keep the Borg deflector and engine for the hull repair passive, plus the assimilated console would help.
Edit: nevermind.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
It will never turn as fast as an escort (not even close lol), but I am enjoying it more than I would have thought. It's highly experimental (so consider it for what it is), so some explanations for my build are as listed.
The advanced fleet hyper impulse engines (3xturn 1xspeed) will give your ship a high turn rate and the hyper version means you get the most turn and speed with a higher engine power.
My resting power levels are as follows (in firepower mode, changes in power levels used as necessary):
125/100 weapon
86/70 shield
61/15 engines
55/15 auxiliary
Maxing out your efficiency skill and having an all efficient bridge crew means that you get the most out of efficiency at a 15 power level. I then used an engine warp core with 6+ engine power (at 15 engine power) and the bonus 5+ to the maximum. The warp core is also a weapons->engine power for another 9 engine power (7.5% * 125). I then use engine batteries, red matter capacitor, and eps power transfer as needed to keep my engine power high. If I'm not worried about shield power I can keep my weapon power maxed out and dump my shield power into engines which gives me a 96/70 engine level.
Something to consider is this is going to be a PVE build (NPCs aren't smart enough to get outside your firing radius). And should you encounter a zippy npc, just hit them with the tractor beam.
One of the things that makes putting cannons on my JHDC a lot of fun is when I also have my attack ship pets out. When all five of us are hitting cannon rapid fire and gunning down our target it makes for a fearsome sight .
Comments
you can use this http://www.stoacademy.com/tools/skillplanner/ or just describe what you have...
Everything else looks fine to me.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
Edit: nevermind.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
lol didnt see that! :P next time i'll drink my coffee first...:D
sorry for the spam
edit: nice ship by the way...
No worries, and thanks :-)
http://skillplanner.stoacademy.com/?build=experimentaljhdc_0
It will never turn as fast as an escort (not even close lol), but I am enjoying it more than I would have thought. It's highly experimental (so consider it for what it is), so some explanations for my build are as listed.
The advanced fleet hyper impulse engines (3xturn 1xspeed) will give your ship a high turn rate and the hyper version means you get the most turn and speed with a higher engine power.
My resting power levels are as follows (in firepower mode, changes in power levels used as necessary):
125/100 weapon
86/70 shield
61/15 engines
55/15 auxiliary
Maxing out your efficiency skill and having an all efficient bridge crew means that you get the most out of efficiency at a 15 power level. I then used an engine warp core with 6+ engine power (at 15 engine power) and the bonus 5+ to the maximum. The warp core is also a weapons->engine power for another 9 engine power (7.5% * 125). I then use engine batteries, red matter capacitor, and eps power transfer as needed to keep my engine power high. If I'm not worried about shield power I can keep my weapon power maxed out and dump my shield power into engines which gives me a 96/70 engine level.
Something to consider is this is going to be a PVE build (NPCs aren't smart enough to get outside your firing radius). And should you encounter a zippy npc, just hit them with the tractor beam.
One of the things that makes putting cannons on my JHDC a lot of fun is when I also have my attack ship pets out. When all five of us are hitting cannon rapid fire and gunning down our target it makes for a fearsome sight